Tug of War CP - Is it possible?

Midel

L1: Registered
Aug 24, 2008
45
14
tugowar.jpg

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?
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Thats pretty much like that sourcemod there, that with the two players per team fighting for water

I think this would be possible with the outputs of the two last caps in the middle area, each should disable the middle spawns and enable the spawns in the right one of the outer areas, and also disable the middle caps and enable the A/D-caps. Only problem might be the team_control_point_master not handling the points right.
 

Midel

L1: Registered
Aug 24, 2008
45
14
Oh crap. Thanks. I did do some research but things never pop up with VDC.