KotH Axlebox b12

Unique take on the 'standin gamemode' Entry for Back to Basic Contest

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    Cargolock - Unique take on the 'standin gamemode' Entry for Back2Basic Contest

    Screenshots coming later

    There are several problems I see with cp_standin.

    First, the points are too far from each other. You cap a point, and leave to go get the next point. When you are halfway there to the next point, the enemy team has almost captured the point you captured 20 seconds ago. You either turn back or proceed to capture the next point. If you turn back, you may be able to save the point. But you dont get to capture the point. If you proceed, you will lose the point while gaining a point, netting 0 point. The rotation time between the points should be smaller.

    There is no clear 'frontline', causing the players to be everywhere. The connectors between the points are the main culprit of this problem. It funnels the players into one or two doorways so players are less organized. The fights are therefore sporadic and the winner is decided based on whoever spots the other first. To solve this, I've made all connectors between the points to have inherent 'owner.' The connectors are always closer to one team than to the other. This means that players can make strategic choice of choosing which connector to use depending on the team that controls the point near it.

    Lastly, the map is mirror symmetry that I despise. It is not balanced and it is harder to work on the layout as I have to mirror everything. This includes props which I may or may not be allowed to make a mirrored version. Hammer is also terrible at mirroring props.
     
  2. Mess About

    Mess About L6: Sharp Member

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    i can't get out of Blu spawn, get blocked by the spawnroomvisualizer;
    and it seem like you didn't pack the map properly, there're errors everywhere
     
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    a3
    Added lights around mid to point players toward mid point.
    Moved spawn to the right by 128 units to adjust the time at which players reach the rightmost point.
    Made hud cp layout vertical.
    Added one way doors on point A and C.

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    a5
    Added landmarks and corresponding hud icons to let players locate the points more easily
    Added metal awnings on the two buildings around mid to allow jumping classes to access the sniper porch more easily.
    Fixed collision model of the enginecars
    Minor details

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    Experimental Gamemode Change

    Now uses Benoist's TD gamemode prefab
    May change gamemode prefix in the future versions if the gamemode is fitting.
    Added minor details.

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  12. Asd417

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    Changed gamemode prefix
    Added custom hud to reduce confusion
    Added covers around the train to block tight and long sightlines
    Removed health and ammo in the Attic

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