KotH Imrpovements [Flexibility]

Warchamp7

L2: Junior Member
Apr 4, 2009
73
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KotH Improvements [Flexibility]

We all know KotH does everything it's supposed to but up until now, most if not all of the other game modes were flexible enough for the community to come with unique game modes and creative uses of the mode limits.

Basically this is a thread to discuss how the koth entity could be updated to improve it's flexibility for more custom game modes.

-Multiple caps-
If you have multiple capture points in a koth map the team must own all of them when the clock hits 0 for them to win. Otherwise the clock sits at 0 and they need all the points.

-Timer Control-
You can not have both timers running at once and you cannot stop one except by starting the other. As far as I know you also can't add time to the timers.


Keep it mind that without the flexibility of the other modes, we wouldn't have the current A/D CTF contest and now official HUD

Discuss I guess, suggest other amendments that could be made.
 
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PenPen

L5: Dapper Member
Apr 24, 2008
207
136
Some things that are working in arena won't work in KotH, so there's some stuff that I need to ditch if I'm converting my arena map to KotH (like Geese Tower).

With tf_logic_arena you have an output of OnCapEnabled which is now gone in tf_logic_koth. It also doesn't have OnRoundStart, where I used to switch cameras with in Geese Tower (for pre and post round start). The second one probably won't happen since from what I see, the timer starts immediately and there's no "setup time" per se.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
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-Timer Control-
You can not have both timers running at once and you cannot stop one except by starting the other. As far as I know you also can't add time to the timers.

This: I had planned for a map that involved both timers going down, but by competing some sort of objective, prehaps killing enemies, you would add time to the opponent's clock in 10-second increments until one timer ran out, which would be the winning objective
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
How about.. the more capture points you own, the faster the time goes down?
I think needing both points for the normal timer will be a bit stalematey
 

Warchamp7

L2: Junior Member
Apr 4, 2009
73
16
Fixed title

Another issue with Multiple Points, you can't have them locked at the start like a normal koth map. It doesn't let you and having a timer on them to unlock causes the announcer to say something for all the points (Pretty funny)
 
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Kazhiim

L1: Registered
Aug 12, 2009
4
0
I was thinking a "crazy hill" mode, where only one of several available control points is active at any given time, would spice things up.

Would it be possible to activate a control point based on the time disparity between teams? I.E., if blue has only a minute left and red has 3, the CP switches over to a spot closer to red so they have a better chance of catching up. Once the gap is bridged, the CP goes back to the middle.

My biggest problem with KOTH as it stands is that the fighting takes place at exactly one spot on the map. That's sort of what KOTH is about, sure, but I can only stand that middle area in Viaduct for so long before I'm going to get bored of the map.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
What about this:

Only one point is active at a time, but it can be "emptied" of power by consistent use at which point a random other capture zone becomes "the top" of the hill. So after one (or both) teams have extracted 60s of timer-energy from a point, it disables and a different one becomes active.

It'd still be king-of-the-hill, but the hilltop would be moving around a bit. It would also make for interesting strategies where one team tries to cover the territory of two of the three capture points, and would give some actual scope for offensive engineers.
 

re1wind

aa
Aug 12, 2009
644
588
Capture the king:
Bring the intel to the capturezone/CP and it gets captured. Flag A/D + Koth. Instant capture isn't a problem as the other team can do it as well.

you could spice it up a bit and parent a func_trigger to the flag that resets the flag when it gets damaged.


King of the payload.

Like Koth, but with two control points and a track between them with the payload (scripted to change skin depending on who's capping it). Red owns the one closest to them, blue owns the other. both points can be captured, and the timer only goes down when either team owns both points, or when one team pushes the cart to the other team's point. (ish?)
 
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Grimes

L1: Registered
Jun 4, 2009
45
4
I think a KOTH mode could breath some life into territory control maps. In some ways it would fit tc better than having two points each, it would cut down on stalemates (because they can't really exist in KOTH), and teams don't have to attack and defend at the same time.

Other thoughts are multiple hills in a single map, where after its capped it changes the hill to another locations. Perhaps even requiring players to stand on the hill to keep getting points could be added.
 

hydrage

L1: Registered
Apr 9, 2008
49
7
Having an input that will add time to a specific team's clock would be really great.

In fact, I think it would be even better if there was a dual-clock entity that could be used for more map modes other than just KotH.