- May 17, 2008
- 87
- 31
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
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: