cp_confinement_a2 released
recommended players 6-16
Custom Gameplay by Artesia
Original Post
How to Play:
-First team to reach 100 Production Wins.
-Command Points earn Production over time (1 production every 15 seconds).
-Capture the Intelligence at a friendly Command Point for Production (amount based on game score (see below)
-The intelligence resets 30 seconds after capture.
-Enemies near your CP will prevent the Intel from being captured or Production from being earned. Including cloaked/disguised spies.
-Spawn times are affected by the number of CPs you own (More CPs = Longer spawntime)
-Custom CP model for intel CP, will be changed again later
-Actually bothered to compile cubemaps this time
I wasn't planning on releasing a new version until I had A3 ready, but to satisfy Grimgriz I have made a revision to version 2 which includes many of the major issues A2 had, this is not meant as an A3 release however as there is major layout changes I'm working on for A3.
Changes in A2 Rev B:
-Fixed intel bug where intel would be disabled but not re-enabled, the problem is replaced by the door in A2 Rev A but some of the triggers remained
-Moved balcony on red side to the other side of the hut to cover the other hallway
-Fixed Signage
Changes in A2 Rev A:
-Put hatch covering intel to be able to keep the intel on the cooldown without disabling it, this hopefully will fix the bug where the intel was getting stuck to people and they couldn't cap it.
-Lowered Round times, CPs now earn production twice as fast for faster rounds, Intel has been reworked (see next) but is also worth more production
-Added varying intel values, Intel is worth different production based on score conditions, by default it is now worth 6 production, if the score difference between red and blu is more than 12, the intel is worth 1/2 the difference for the losing team (example red has a score of 50, blu has a score of 10, if blu caps the intel it will be worth (50-10)/2 or 20 production). Additionally it decreases for the winning team, there is no formula for this, it is currently set at:
__________Difference__________Production Value____________
___________12-20__________________5__________________
___________21-29__________________4__________________
___________30-39__________________3__________________
___________40-59__________________2__________________
____________60+___________________1__________________
This is done to help losing teams catch up, without making it overpowered as to where they can instantly pass the winning team (intel alone can't pass them, intel + capping CPs is advised.
-Added ramps to catwalks
-began detailing on center of map, including the addition to an actual roof for the intel building
-Unclipped the roofs, soldiers and demoman may now access them
-Added balconies to huts in an attempt to make them more desirable for engineers
Changes in A2:
-Implemented changing Spawn times (times may change due to balance)
-Added 30 second cooldown period before Intel resets after being capped
-Removed flashing game_text_tf messages allerting players of intel zones
-Added new HUD element directly below Intel Icon which displays which CP the intel is near, or which 2 CPs the intel is in between. it will say "Center" if in the center of the map. After the intel is capped, this HUD element counts down from 30 when the intel resets. This hud element also changes colors based on the intel being held by either team, or being dropped (Red Blu or Yellow respectively)
-Fixed timer! The timer that was counting down to nothing happening has been replaced. It now is counting down an estimate of when the game will end at the current CP status. Capping the intel will remove time (if the capping team is in the lead) as there is less production to earn to win, therefor less time. Additionally right below the timer is text stating who will win in that amount of time if the CPs remain under their current owners.
-Fixed doors in tunnels sticking through floor in game area
-Fixed getting stuck in spawn doors (hopefully, please screenshot any occurances and describe what you were doing, running forwards, sitting still, etc.)
-Instructional Overlay in both Main Spawnroom, same text as above. I still have it in the welcome screen but no one reads it so I added it here so people can go back and read it if they need to.
-Overlays and signs have been added for better clarity, both in CP spawns and escape tunnels
-Added connecting path from catwalks between points A&B and C&D.
-Adjusted lower wall of both huts to give line of sight from all CPs to all 4 sniper perches on catwalks in the center (going across diagonally).
recommended players 6-16
Custom Gameplay by Artesia
Original Post
How to Play:
-First team to reach 100 Production Wins.
-Command Points earn Production over time (1 production every 15 seconds).
-Capture the Intelligence at a friendly Command Point for Production (amount based on game score (see below)
-The intelligence resets 30 seconds after capture.
-Enemies near your CP will prevent the Intel from being captured or Production from being earned. Including cloaked/disguised spies.
-Spawn times are affected by the number of CPs you own (More CPs = Longer spawntime)
-Custom CP model for intel CP, will be changed again later
-Actually bothered to compile cubemaps this time
I wasn't planning on releasing a new version until I had A3 ready, but to satisfy Grimgriz I have made a revision to version 2 which includes many of the major issues A2 had, this is not meant as an A3 release however as there is major layout changes I'm working on for A3.
Changes in A2 Rev B:
-Fixed intel bug where intel would be disabled but not re-enabled, the problem is replaced by the door in A2 Rev A but some of the triggers remained
-Moved balcony on red side to the other side of the hut to cover the other hallway
-Fixed Signage
Changes in A2 Rev A:
-Put hatch covering intel to be able to keep the intel on the cooldown without disabling it, this hopefully will fix the bug where the intel was getting stuck to people and they couldn't cap it.
-Lowered Round times, CPs now earn production twice as fast for faster rounds, Intel has been reworked (see next) but is also worth more production
-Added varying intel values, Intel is worth different production based on score conditions, by default it is now worth 6 production, if the score difference between red and blu is more than 12, the intel is worth 1/2 the difference for the losing team (example red has a score of 50, blu has a score of 10, if blu caps the intel it will be worth (50-10)/2 or 20 production). Additionally it decreases for the winning team, there is no formula for this, it is currently set at:
__________Difference__________Production Value____________
___________12-20__________________5__________________
___________21-29__________________4__________________
___________30-39__________________3__________________
___________40-59__________________2__________________
____________60+___________________1__________________
This is done to help losing teams catch up, without making it overpowered as to where they can instantly pass the winning team (intel alone can't pass them, intel + capping CPs is advised.
-Added ramps to catwalks
-began detailing on center of map, including the addition to an actual roof for the intel building
-Unclipped the roofs, soldiers and demoman may now access them
-Added balconies to huts in an attempt to make them more desirable for engineers
Changes in A2:
-Implemented changing Spawn times (times may change due to balance)
-Added 30 second cooldown period before Intel resets after being capped
-Removed flashing game_text_tf messages allerting players of intel zones
-Added new HUD element directly below Intel Icon which displays which CP the intel is near, or which 2 CPs the intel is in between. it will say "Center" if in the center of the map. After the intel is capped, this HUD element counts down from 30 when the intel resets. This hud element also changes colors based on the intel being held by either team, or being dropped (Red Blu or Yellow respectively)
-Fixed timer! The timer that was counting down to nothing happening has been replaced. It now is counting down an estimate of when the game will end at the current CP status. Capping the intel will remove time (if the capping team is in the lead) as there is less production to earn to win, therefor less time. Additionally right below the timer is text stating who will win in that amount of time if the CPs remain under their current owners.
-Fixed doors in tunnels sticking through floor in game area
-Fixed getting stuck in spawn doors (hopefully, please screenshot any occurances and describe what you were doing, running forwards, sitting still, etc.)
-Instructional Overlay in both Main Spawnroom, same text as above. I still have it in the welcome screen but no one reads it so I added it here so people can go back and read it if they need to.
-Overlays and signs have been added for better clarity, both in CP spawns and escape tunnels
-Added connecting path from catwalks between points A&B and C&D.
-Adjusted lower wall of both huts to give line of sight from all CPs to all 4 sniper perches on catwalks in the center (going across diagonally).
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