- Jan 28, 2012
- 165
- 94
Instead of taking 1 payload through 3 control points, take 3 payloads to 1 control point in 3 different routes, or 3 control point on 3 different routes. If someone has already done this, please send a link because I would like to see it.
As I envisioned it, this type of payload would be played in a single round.
I made a proof of logic last night and the results were successful. Surprisingly, TF2 can handle this style of payload, and the basic payload logic is unchanged. The team_train_watcher is set up in the normal way, with each control point set, and the end path set to the final control point’s path_track. The path_track under each control point is also set up the same aside from extra events to manipulate the cart and track, and the lack of events to stop the cart from rolling back (since the cart will be back at the start).
Along the route, alternate routes of two path_track are set. When a control point is capped, the alternate path for the next control point is enabled.
EDIT 2: the UI does not update every time the cart's route changes. If all three routes are about the same length, you can get away with the above, but if they are not then a different approach is required.
Potential issues:
For a payload track length similar to that of existing payload maps (i.e. start to 1st control point), the map sizes for both loop and tree configurations will be small. Loop configuration may have replayability issues unless considerable thought is taken; the same point is being captured 3 times. Tree configuration may have issues with defender mobility. Both configurations will have issues with very strong initial pushes after the 1st control point is captured as defenders have no time to setup unless the payload is broken into 3 stages. However, with one route being taken each stage, the initial push will be the same each round unless considerable thought is taken.
I am not a very experienced mapper, and I know I am not skilled enough to make a map of this kind work well. What are your thoughts on this kind of payload?
As I envisioned it, this type of payload would be played in a single round.
I made a proof of logic last night and the results were successful. Surprisingly, TF2 can handle this style of payload, and the basic payload logic is unchanged. The team_train_watcher is set up in the normal way, with each control point set, and the end path set to the final control point’s path_track. The path_track under each control point is also set up the same aside from extra events to manipulate the cart and track, and the lack of events to stop the cart from rolling back (since the cart will be back at the start).
Along the route, alternate routes of two path_track are set. When a control point is capped, the alternate path for the next control point is enabled.
EDIT 2: the UI does not update every time the cart's route changes. If all three routes are about the same length, you can get away with the above, but if they are not then a different approach is required.
Potential issues:
For a payload track length similar to that of existing payload maps (i.e. start to 1st control point), the map sizes for both loop and tree configurations will be small. Loop configuration may have replayability issues unless considerable thought is taken; the same point is being captured 3 times. Tree configuration may have issues with defender mobility. Both configurations will have issues with very strong initial pushes after the 1st control point is captured as defenders have no time to setup unless the payload is broken into 3 stages. However, with one route being taken each stage, the initial push will be the same each round unless considerable thought is taken.
I am not a very experienced mapper, and I know I am not skilled enough to make a map of this kind work well. What are your thoughts on this kind of payload?
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