Is this possible? Assault / Defend CTF?

ryodoan

Resident Bum
Nov 2, 2007
409
117
My first online FPS game that I really enjoyed playing was Return to Castle Wolfenstein.

In it, my favorite map was mp_beach, and I think an adaptation (not a port, but adaptation) of this could fit into the TF2 play style very easily.

The basic idea is this:

There are two teams (obviously) one is always on the offensive, one is always on the defensive. There is one intel that the defending team is obviously defending. In mp_beach the attacking team needed to breach the defense, reach the intelligence, then take it to a radio to win the game. This could be replaced by the standard TF2 take it back to your spawn.

The other part that was cool about the mp_beach was how it was layed out.

The attackers start off outside a fortress (on a beach), first however they need to breach the fortress, this could be done two ways. Blow out a bunker door, or destroy a section of the wall. This made it kind of like a CP / CTF map, the attackers needed to secure an entrance into the base.

An idea I had two different ideas on how this might be done.
  1. As was mentioned on the forums by someone, make a destructible wall that can only be destroyed by a demoman (make the wall heal itself really fast)
  2. Something like gravelpit, 2 CP's and then the final area with the flag. When you capture a CP it opens a door to the final area. Get both doors open, and you now have two access routes to the intel.
    1. To allow defenders out to defend the CP areas, one way side coded exits could be used.
So, I like this idea enough to kinda think about getting into mapping to make it, the problem is that my art skills amount to stick figures made in paint, and to make a really fun map I feel that it should look good and play well.

Detailed play guide for MP_Beach: http://everything2.com/index.pl?node_id=1265563

Someone made a port to Counter Strike (just to give you an idea what it looked like, not what I think it should look like in TF2):
http://www.dimensionstudios.org/view_map.php?id=18
 

drp

aa
Oct 25, 2007
2,273
2,628
i was actually sketching today for something like this. instead of a beach, its a mine road going up a hill. catch point 1, then 2 then the final.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
even better than a demoman , why not have some object that the engineer has to hit with his wrench so many times to prime - much more akin to the old rtcw dynamite and priming with his pliers :)
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
i was actually sketching today for something like this. instead of a beach, its a mine road going up a hill. catch point 1, then 2 then the final.
Well, here is a very, very abstract way I was thinking for the game flow (note, this is not a map layout, but instead how I think the game could progress):
gameflowar2.png


1. Blue starts at the blue square
2. They can either breach the wall at the green area, or the purple area.
3. Breaching the green area opens the green door, breaching the purple area opens the purple door.
4. Open both doors and you now have two different routes to attack the intel.
5. The red circle represents the intel / red spawn.


even better than a demoman , why not have some object that the engineer has to hit with his wrench so many times to prime - much more akin to the old rtcw dynamite and priming with his pliers :)
Is this even possible in the map SDK?

I think that would be really fun, but the reason I am leaning towards CP's is continuity in the TF2 world. The question becomes how do you make it clear to the player that at this point you need to whack the model of dynamite with your wrench, and only an engineer can do it. Or how do you put that a demo man needs to put 3 or 4 stickies on the wall without a big sign saying "Put Stickies here!" or "Arm the bomb with your wrench!"

While I think the wrench / sticky option could be more fun and add a little nifty "Oh thats cool" to the map, I think it also could present a lot of problems.
 

drp

aa
Oct 25, 2007
2,273
2,628
Well, here is a very, very abstract way I was thinking for the game flow (note, this is not a map layout, but instead how I think the game could progress):
gameflowar2.png


1. Blue starts at the blue square
2. They can either breach the wall at the green area, or the purple area.
3. Breaching the green area opens the green door, breaching the purple area opens the purple door.
4. Open both doors and you now have two different routes to attack the intel.
5. The red circle represents the intel / red spawn.



Is this even possible in the map SDK?

I think that would be really fun, but the reason I am leaning towards CP's is continuity in the TF2 world. The question becomes how do you make it clear to the player that at this point you need to whack the model of dynamite with your wrench, and only an engineer can do it. Or how do you put that a demo man needs to put 3 or 4 stickies on the wall without a big sign saying "Put Stickies here!" or "Arm the bomb with your wrench!"

While I think the wrench / sticky option could be more fun and add a little nifty "Oh thats cool" to the map, I think it also could present a lot of problems.

not sure what entitiy/trigger it is, but there was one in the old tfc where you would be able to set text on the screen when you approached a certain area.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Reminds me of charlie from dod...

I think it would be awesome to have a beach attack map in TF2. I always had bad fps on charlie though cuz (im assuming) it was basically one giant room.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
just to throw another option into the mix - how awesome could the new tf2 gamemode be on a beach type map - escorting the mining cart up the beach - through the trenches - and into the base :), honestly i think that has the potential to be really intense :)

on the engy wrench idea ive no idea if its possible but the tension of trying to plant dynamite /or jump over the wall and try and defuse it in time was what made it really good.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
As it is currently theres on way to filter out wrench damage, at least no way avaialable to us since i assume the engi buildings have some such built in filter so they can be fixed.

Otherwise everything here is quite possible. You can have door require capture points to be capped in order to open. Heck I think its possible to have an explosion occur when a point is capped too, never considered the possibility really. If so you could have a section of wall explode when the point was capped.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Hell ya you can! (have a section of wall explode)

Set the cp to fire an output on cap to the brush with func_breakable tied to it with parameter explode. Set the health of the brush to something really high so it doesnt get blown up by stray gun fire accidentally.

You can do something with prop_dynamic too. Set the cp on cap to fire to the prop to turn off, and simultaneously fire to a env_explosion to make it more dramatic. And even add env_shake too, maybe even an env_dustcloud.

I did this set up in dods and looks really good for just being so simple.
 
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DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Sounds really good Beeron, now i kinda wish i had a map which required a section of wall to be blown up...hmmmm.....
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
Hmm... I might do something like this just for fun. The problem is as I have stated, I am not much of an artist, nor am I much for design. So we shall see where this goes.
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
I am making a map similar to this, the concept, Red starts off on a cliff inside a mountain and jumps off it into the water, they must run across the ocean shore onto the beach and capture the point. Next, they must blast down the door and invade that outpost and capturing that point. Then they must blast one final door and capture a last point while blue defends from a bunker. Not looking for it to be really professional because it's only my second map, we will see tho.
 

Voztron

L2: Junior Member
Jan 14, 2008
78
1
Don't make it class specific, thats just a recipie for disaster. Have a zone players must be in after a few seconds the objective is complete and they move on.
I like the idea, I have been waiting for someone to create something like this.
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
Yeah, I want it to be something people will play so I can find it on servers, and I have never made a map. I know making a good map requires time so I was kinda hoping someone else with more experience could make it.
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
Don't make it class specific, thats just a recipie for disaster. Have a zone players must be in after a few seconds the objective is complete and they move on.
I like the idea, I have been waiting for someone to create something like this.

You talking to me?