- May 26, 2009
- 399
- 115
Hi everyone! I'm a newbie on the forums here although I've been visiting for the excellent tutorials for a while now, but I've hit a bit of a wall and could use some help.
I'm trying to build a non-linear four-point CP map with an alternate scoring system:
-Teams gain a point every six seconds for each control point they own
-Players can capture a neutral flag from the middle of the map and bring it back to one of their control points for five points per control point they own
-The first team to reach 100 points wins
(all subject to eventual balance, of course)
Essentially, I'm ripping off World of Warcraft's Eye of the Storm battleground (actually, I guess it's a classic gameplay type - it came from somewhere before WoW but I can't think of it off the top of my head).
EDIT: Alright, so now I'm taking inspiration from Artesia's awesome cp_confinement proof-of-concept map. I love what they're doing there, but I'm going to shoot for slightly different mechanics for player spawning and point accumulation.
It's coming along, and you can read along with my progress here, but here are the problems I've run into:
The Control Points:
The map wants to end when a team captures all four. Right now, the workaround I've implemented is to have a ghost CP hidden outside the playable map that is permanently neutral and doesn't show up in the HUD. If there's a better way to do this please let me know.
The Flag:
The map also wants to end on any team making three captures. Is there a way to expose the tf_flag_caps_per_round convar and set it to something other than the default 3 within the map (not server-side)?
That failing, which flag rules variant would you guys recommend for setting up a workaround?
The Spawn Rooms:
I want to have a spawn room associated with each control point as well as an initial Red and Blu spawn. Once a team has captured a control point, I want them to start spawning at their controlled points and ignore their initial bases (so that gameplay might result in the teams switching sides or ending up in some odd configuration) but revert to their base-spawn if they lose all their control points out on the field. I feel like this one is something obvious that I'm forgetting to properly set up.
Here's the tiny test map I've been trying to get this all set up in:
vmf: here
bsp: here
Thanks, guys!
Oh wait - I almost forgot. I also need a better prefix for this than 'cpf.' Is there a pre-existing map-type I ought to just be using? (I was considering calling it 'domf' for it's similarities to 'dom' domination, but that just sounded hilarious out loud) Post suggestions please!
I'm trying to build a non-linear four-point CP map with an alternate scoring system:
-Teams gain a point every six seconds for each control point they own
-Players can capture a neutral flag from the middle of the map and bring it back to one of their control points for five points per control point they own
-The first team to reach 100 points wins
(all subject to eventual balance, of course)
Essentially, I'm ripping off World of Warcraft's Eye of the Storm battleground (actually, I guess it's a classic gameplay type - it came from somewhere before WoW but I can't think of it off the top of my head).
EDIT: Alright, so now I'm taking inspiration from Artesia's awesome cp_confinement proof-of-concept map. I love what they're doing there, but I'm going to shoot for slightly different mechanics for player spawning and point accumulation.
It's coming along, and you can read along with my progress here, but here are the problems I've run into:
The Control Points:
The map wants to end when a team captures all four. Right now, the workaround I've implemented is to have a ghost CP hidden outside the playable map that is permanently neutral and doesn't show up in the HUD. If there's a better way to do this please let me know.
The Flag:
The map also wants to end on any team making three captures. Is there a way to expose the tf_flag_caps_per_round convar and set it to something other than the default 3 within the map (not server-side)?
That failing, which flag rules variant would you guys recommend for setting up a workaround?
The Spawn Rooms:
I want to have a spawn room associated with each control point as well as an initial Red and Blu spawn. Once a team has captured a control point, I want them to start spawning at their controlled points and ignore their initial bases (so that gameplay might result in the teams switching sides or ending up in some odd configuration) but revert to their base-spawn if they lose all their control points out on the field. I feel like this one is something obvious that I'm forgetting to properly set up.
Here's the tiny test map I've been trying to get this all set up in:
vmf: here
bsp: here
Thanks, guys!
Oh wait - I almost forgot. I also need a better prefix for this than 'cpf.' Is there a pre-existing map-type I ought to just be using? (I was considering calling it 'domf' for it's similarities to 'dom' domination, but that just sounded hilarious out loud) Post suggestions please!
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