Bank robbery map with all gamemmodes?

Discussion in 'Mapping Questions & Discussion' started by DasMatze, Oct 23, 2009.

  1. DasMatze

    DasMatze L2: Junior Member

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    Hi!

    As I worked on my little [ame="http://forums.tf2maps.net/showthread.php?t=9740"]model set[/ame] (I still haven't found any good foot textures yet) I got an idea. It wasn't possible then but now it is due to custom CTF flags.

    I thought of a bank robbery map (only yet unknown prefix + robbery in the title):
    Stage 1: Team Blu starts on the streets in front of a bank in a big city (New York?). They come out of two transporters while police cars block the rest of the street (map bounds and obstacles). Team Blu has to capture two control points (one in the main hall, one in front of the vault (CP). They have to hold the second point for a certain time so that they can apply the explosives onto the vault door (KOTH).

    Stage 2: Now their objective is to grab some bullions in backpacks and bring them to a transporter in the backyard (CTF). They have to do this like 10 times but only 3 backpacks exist at once. They spawn near of the vault.

    Stage 3: There's too much loose gravel in the backyard and the bullions are too heavy. The transporter doesn't move. Team Blu has to push it through the winding backyards until it's back on the streets (PL). If they manage to do so, they'll win.

    I hope I don't have to explain what the red team's objective is. ;)

    What would make this more realistic/cinematic would be a NPC (an animated prop_dynamic with random voice lines) who is the leader of this robbery and who kicks in the front doors of the bank, places the explosive on the door, opens the back doors of the transporter, ... but I guess this would be too difficult.


    This is just an idea I had. I would never get such a map completed by myself. I tried to mix the gametypes on a simple testmap (ok, I didn't test KOTH, I got that idea when I was writing this). The game freezed after the second CP of the first stage was captured (I didn't script too much TF gameplay stuff (CPs, payloads) before so I'm pretty sure it's fixable). Another problem is the HUD. I'm not sure if it's possible to change it dynamically. The third and last problem was that the round ends after the CTF had been captured three times. I don't know how to change it but I guess that can be fixed as well.

    Optically I thought of the bank and backyards in GTA IV. Nothing else has been been considered yet.

    DasMatze
     
    Last edited: Oct 23, 2009
  2. J4CK8

    J4CK8 L11: Posh Member

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    Interesting, but comes with the many problems. I like the idea of having one cp (the vault) and several intels behind it. BLU must hold the control point, so the vault opens and then must take as many intels as possibly before time runs out. The vault will close if the control point is lost.

    RED will then switch teams to be BLU and must beat the previous number fo intels capped.

    However this once again would possibly cause some confusion, but as I have made a koth/ctf hybrid map, I feel it would work.
     
  3. Engineer

    aa Engineer

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    I had a similar idea before. But i think that the HUD wouldn't be possible. :(
    Actually this would be pretty cool. ;)
     
  4. Nutomic

    Nutomic L11: Posh Member

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    I think Boojum once wrote that you cant change the HUD after a map has been loaded, so you could only do the whole stuff with game_text and such, not beautiful.

    You can change the number of ctf caps necessary via a server command, dont know what exactly it was.
     
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  5. Owlruler

    Owlruler L12: Fabulous Member

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    I would cut the pl part out and use the ctf atk/def hud for this with some game_texts for scoring. Then have like a competition to see who can cap the most intels.
     
  6. UFOslava

    UFOslava L1: Registered

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    Game rules entity allows many game modes at once?
     
  7. DasMatze

    DasMatze L2: Junior Member

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    That's a great idea as well. :thumbup1:

    Without the HUD it would be confusing so my idea can probably be scrapped.

    So, what J4CK8 said?

    It's not the game mode, it's the HUD that can't be switched.

    DasMatze
     
  8. J4CK8

    J4CK8 L11: Posh Member

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    Yeah, pretty much what I said in a nutshell :p
     
  9. Owlruler

    Owlruler L12: Fabulous Member

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    Maybe, but you didn't say to use the ctf atk/def hud though. Did You!!!
    /me flees
     
  10. cornontheCoD

    cornontheCoD L7: Fancy Member

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    Not to burst your bubble, custom game modes are very difficult to do well, partly because of player confusion and also because of the HUD problems. Sounds like a cool idea, though.
     
  11. J4CK8

    J4CK8 L11: Posh Member

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    *Jack constricts Owlruler with his smokers tongue and pulls him back*
    No, I went one better...sort of...

    :sneaky2: MWUHUHAHAHAHAHAHA
     
  12. martijntje

    martijntje L8: Fancy Shmancy Member

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    it is possible and I would love to see this working ,but it going to be a lot of work.
     
  13. DasMatze

    DasMatze L2: Junior Member

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    I got an idea: The PL hud could be used for all three gamemodes. When capturing a control point, an invisible cart moves somewhere so that you can see the progress in the PL hud.

    For the CTF part I thought of a custom hud made out of overlays. The default CTF hud wouldn't work anyway when multiple players are carrying the flag. If overlays don't work in TF2, the PL hud will work for this as well. Every time they managed to steal a bullion, an invisible cart moves.

    DasMatze
     
    Last edited: Nov 1, 2009
  14. FaTony

    FaTony Banned

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    pl_robbery is reserved by me. Otherwise, do it.
     
  15. evanj

    evanj L1: Registered

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    i think you wanna do too much, game modes with way too many objectives are confusing and not fun. just capping the vault (one cp point) then holding it and getting as many intels (money) as possible to a point outside the buliding and across the street (maybe to a "get-away car") would be lots of fun and could definitely be done right. The only problem is you'd have to keep things in mind like where and how a sentry could totally dominate if everyone was filtered through one main doorway, maybe if you had a roof entrance too?? An NPC would be so amazingly awesome, but...good luck haha.