Ahh, nah the goal of Hades was to put the difficulty in the "Escape" part of the CTF loop, rather than on the "Invade" part. I feel like we succeeded at that, but acknowledge that that style of gameplay is not to everyone's taste.
This is where I find the issue with presenting this as objective...
Your essays ignore the fact Hades' flag has the same "buff self and teammates" aura on it that Toucan does so I feel like your focus on it is out of personal dislike for the gameplay style rather than objective design analysis, and the featuring of it twice here just reinforces my feelings that...
I'm sorry you didn't like Hades but did you really have to feature that in your TF2 essays masterpost?
EDIT: Sorry I just realised your flag desirability essay focused on Hades Bad too, did you really have to feature that twice?
Red, Blue, and Neutral signs
Control Point Overlays (like the ABC on Gravelpit/the ABCDE on Steel)
For situations where points need to be labelled but you don't want to introduce confusion by using ordered "ABCD" labels
Includes vmf showing how to set up the hud point labels.
Nah I agree with your goal, I just think you're coming at it from the perspective of someone who knows all these modes intimately and I'm coming at it from the angle of people only knowing the base modes, with the view that a name should be indicative of how it varies from the base mode (ie...
Mm, I understand this reasoning but just don't really agree with it. I feel like (at least the phrases) "Invade CTF" and "Reverse CTF" are both accurate descriptors of Crasher for example.
I think that's just down to the fact that, I specifically (but also, I think, most people), will read...
Yea, RICTF just exacerbates my least favourite part of CTF.
Getting the flag is gameplay, but in most ctf designs, reaching that point means you've already busted through the enemy hold and so you're nigh-guaranteed a safe run home.
This can be remedied a bit with "chin-style" design (named...
Stopwatch hud icon from Sulfur, indicating the final point is a timer instead of a normal control point.
The "Main" text is baked into the icon, just as with the Main icon on Steel.
How to use
Set the HUD icon in the team_control_point entity, using these filenames:
The "_locked" variants are...
Stopwatch hud icon from Sulfur, indicating the final point is a timer instead of a normal control point.
The "Main" text is baked into the icon, just as with the Main icon on Steel.
How to use
Set the HUD icon in the team_control_point entity, using these filenames:
The "_locked" variants are...
whats new?
added door textures that show which point openes them to help players learn the map
slightly increased red repsawn time on C
improved lighting
optimization
thanks to all the playtesters!
whats new?
added temporary soundscapes
changed sun angle and adjusted ambient brightness
some lighting changes
fixed a tiny gap in the windows on blue spawn
many visual improvements
minor changes
thanks to all the playtesters!
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