- Jan 6, 2008
- 249
- 12
Edit: I apologize for leaving this thread out in the lurch, I became very busy all of a sudden. I have revised the list as seen below. I have included the removed items in my post on page 3 and the reason i took it out. I will also be working on that darn letter which i thought I would have done a week ago.
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Sorry for creating a second post on the matter, especially after the first one has been stickied, but I thought this would be the best way to do this. Allow a fresh start for this editted list. Now it hasnt been editted too much, the language would need to be unified better for a real one. Mainly I want to make sure we dont have any bogus stuff on our list. I have numbered each item so that people can easily refer to them.
As always theres some suggestions at the end that dont seem to fit the other categories. I may not realize that they can fit in a category so please tell me.
CTF
1. Allow CTF return timer to be changed in Hammer
2. Create a speed penalty variable for all flags so player can be slowed/sped up. Preferably a percentage of normal speed.
3. Fix the multiple flag problem (one flag carrier can carry an infite number of his team's flag.)
4. Allow for CTF maps to have a Setup Time and allow each team to place the intel at a certain point in the map before the match begins
5. I would also like to see CTF scoring based upon flag possession / time
FILTERS
6. Allow a way to filter player classes
7. Allow a way to filter weapon damage
8. filter_activator_name appears to be broken for TF
9. Allow a way to filter out flag carriers
SCORING
10. Ability to set cap limit in hammer (could be overwritten server side)
11. Allow for other scoring systems than CP/CTF, such as a gradual scoring system, that can be displayed in the HUD
12. A way to modify/control the text displayed during a round win. (e.g. "BLU captured the intelligence 3 times" and "RED successfully defended until time ran out")
13. A more direct way to manupulate team score. Having to tie a game_score entity to a trigger_multiple with a filter_activator_tfteam is awkward and leads to some unavoidable bugs.
14. fix the game_score entity (I haven't personally tested this, but I've read that it does not have the ability to alter individual player scores correctly, only team scores. Please tell me if that is incorrect, I really wanted to use this entity for custom objective rewards in maps.)
HUD
15. The option for turning OFF any auto-HUD stuff that the mapper doesnt need for his map
16. Allow both CP HUD icons and CTF HUD icons on at the same time
17. Custom HUD element entity. The entity lets you define where on the screen they go, and what is linked to them (state of an entity, compass position of an entity, etc) how many elements (1/2/3+ flag markers?)
MODELS
18. Add the ability to automatically embed custom models and textures into your map from Hammer (during the compile process, if possible)
19. I would like model filtering by models used in TF2 - the option is there, but doesn't seem to work at all
20. Incorporate the custom model compiler into either the XSI Mod Tool or Hammer. Having it as a seperate step between the two is inconvenient and confusing for many people
ENVIRONMENT
21. Ability to use fire as part of the environment in TF2 maps
22. Ability to create brushes/entities that the pyro can light on fire
23. Ability to create clip brushes that can block only certain projectiles.
ENTITIES
24. Give many of the entities (cap zones, flags, doors, any moving/togglable brush entity) something like the Goal# system TFC had, in which you could set certain things to only interact with certain other things.
25. Make func_rotating work
26. Make func_nogrenades work
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27. A way to limit classes (or disable altogether) and perhaps a way to change the limits as objectives are met
28. A way to control max spawn time, not just min spawn time. Even if min spawn time is set to 5 seconds, ingame it still gets as large as 15 - 20 seconds randomly.
29. A way to implement a hydro-style (territory control) overview map/window for non-TC game types.
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Sorry for creating a second post on the matter, especially after the first one has been stickied, but I thought this would be the best way to do this. Allow a fresh start for this editted list. Now it hasnt been editted too much, the language would need to be unified better for a real one. Mainly I want to make sure we dont have any bogus stuff on our list. I have numbered each item so that people can easily refer to them.
As always theres some suggestions at the end that dont seem to fit the other categories. I may not realize that they can fit in a category so please tell me.
CTF
1. Allow CTF return timer to be changed in Hammer
2. Create a speed penalty variable for all flags so player can be slowed/sped up. Preferably a percentage of normal speed.
3. Fix the multiple flag problem (one flag carrier can carry an infite number of his team's flag.)
4. Allow for CTF maps to have a Setup Time and allow each team to place the intel at a certain point in the map before the match begins
5. I would also like to see CTF scoring based upon flag possession / time
FILTERS
6. Allow a way to filter player classes
7. Allow a way to filter weapon damage
8. filter_activator_name appears to be broken for TF
9. Allow a way to filter out flag carriers
SCORING
10. Ability to set cap limit in hammer (could be overwritten server side)
11. Allow for other scoring systems than CP/CTF, such as a gradual scoring system, that can be displayed in the HUD
12. A way to modify/control the text displayed during a round win. (e.g. "BLU captured the intelligence 3 times" and "RED successfully defended until time ran out")
13. A more direct way to manupulate team score. Having to tie a game_score entity to a trigger_multiple with a filter_activator_tfteam is awkward and leads to some unavoidable bugs.
14. fix the game_score entity (I haven't personally tested this, but I've read that it does not have the ability to alter individual player scores correctly, only team scores. Please tell me if that is incorrect, I really wanted to use this entity for custom objective rewards in maps.)
HUD
15. The option for turning OFF any auto-HUD stuff that the mapper doesnt need for his map
16. Allow both CP HUD icons and CTF HUD icons on at the same time
17. Custom HUD element entity. The entity lets you define where on the screen they go, and what is linked to them (state of an entity, compass position of an entity, etc) how many elements (1/2/3+ flag markers?)
MODELS
18. Add the ability to automatically embed custom models and textures into your map from Hammer (during the compile process, if possible)
19. I would like model filtering by models used in TF2 - the option is there, but doesn't seem to work at all
20. Incorporate the custom model compiler into either the XSI Mod Tool or Hammer. Having it as a seperate step between the two is inconvenient and confusing for many people
ENVIRONMENT
21. Ability to use fire as part of the environment in TF2 maps
22. Ability to create brushes/entities that the pyro can light on fire
23. Ability to create clip brushes that can block only certain projectiles.
ENTITIES
24. Give many of the entities (cap zones, flags, doors, any moving/togglable brush entity) something like the Goal# system TFC had, in which you could set certain things to only interact with certain other things.
25. Make func_rotating work
26. Make func_nogrenades work
--------
27. A way to limit classes (or disable altogether) and perhaps a way to change the limits as objectives are met
28. A way to control max spawn time, not just min spawn time. Even if min spawn time is set to 5 seconds, ingame it still gets as large as 15 - 20 seconds randomly.
29. A way to implement a hydro-style (territory control) overview map/window for non-TC game types.
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