- Aug 24, 2008
- 45
- 14
The idea is that whatever teams wins the middle round the battle shifts to the loser's base.
Tug of War Concept:
- The map allows on each stage for both teams to cap the others point. The winner of the middle stage goes on to the losers base stage for A/D. If the defenders win that stage by either time limit or by capping the attackers point the game shifts back to the center round of the map and restarts. The attackers win by capping the opponent base. This also sends both teams back to the middle but would swap the teams. Points are awarded by round win.
- The attackers on defend stages will have a slight advantage over the enemy with a faster cap speed and better access to the defenders base.
- It, otherwise, plays like a 5CP push map.
The problem I'm having is getting the round_controllers to not play each round. Does anyone have an idea on making the entity setup to make the game type work like this?