Capture-some-Flags Prefab

Discussion in 'Mapping Questions & Discussion' started by MangyCarface, Aug 4, 2011.

  1. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    Want to make a map in the same vein as estate or retreat? Now you can!

    Included in this file are the entities needed to set up a 3-point ctf race. Also included is a new material-a scrolling CAPTURE ZONE sign-and Icarus' excellent HUD icons.

    So how does it work?

    For each team, there is an info_teleport_destination that serves only as the anchor to which the other entities are parented. This is placed at the location of the first flag's spawn. Parented to this ITD is the flag itself, the capturezone, a respawnvisualizer set to nonsolid to serve as the capture zone indicator, a fake tracktrain, and a copy of whatever it is the intel cases will be sitting on. There is also a capture point in the same location, and a duplicate intel surface to appear when the parented one moves. Why move the surface it sits on? B/C otherwise we wouldn't be able to highlight it using the PLR entities.

    For the other two flag locations, we have a point_teleport to call the whole set of entities over, as well as another flag surface and another control point. Clip brushes are used to prevent bouncing on the prop dynamic flag surface.

    Besides the first flags for each team you'll find a math_counter and logic_case. These respond to flag captures, and dictate what will happen when one is captured. In general, they turn on/off CP models and flag surfaces as needed, and activate the point_teleports to move the flags around. They also increment the flag return times, and it is on the logic_case that the delay between flags respawning after capture resides (currently 7.)

    You'll also notice off to the side 6x capture areas and a few PL entities. The capture areas are apparently necessary to get the HUD to work right. Make sure these cap zones are in an unplayable area. The PL ents help the highlighting of the intel stands / intel surfaces.

    In the center you'll find a point_servercommand used to make sure the map doesn't hit some sort of intel capture cap before the map is actually over. The logic_auto also helps set up a number of things before the map starts. Of course we need the tf_logic_hybrid_ctf_cp in order for both the flag arrows and the CPs to work simultaneously.

    So how would you implement this system? It's not so bad, really. Drop the entire group of entities for the first flags, located near the A signs, where you want them so that the table (or whatever you choose as an intel holder) rests on the ground. Then do the same for the groups of ents near the B and C signs.

    Not 100% sure the prefab is complete so feedback is welcome (though I've been busy lately I'll try to respond ASAP.)

    Download!
     
    • Thanks Thanks x 9
  2. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    sounds more complex than it should be. what stops you from simple enabling/disabling of the intels and using intel highlights instead of plr?
     
  3. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    I use both. It is exactly as complex as it needs to be.

    Also, enabling/disabling intels breaks the compass.
     
  4. Trotim

    aa Trotim

    Messages:
    1,180
    Positive Ratings:
    995
    Might use the capture zone material
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,568
    Perhaps a picture to illustrate what it is they are actually getting when they download this. Some people may not have played estate or retreat.
     
    • Thanks Thanks x 1
  6. Leminnes

    aa Leminnes

    Messages:
    1,317
    Positive Ratings:
    801
    I might start calling you Gandalf.
     
    • Thanks Thanks x 2
  7. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,774
    Positive Ratings:
    1,530
    why'd you rename the vmf "cts_prefab"? rageeeeeeee

    thanks for releasing this :D
     
    Last edited: Aug 5, 2011
  8. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    Before I attempt to fix this, does anyone know exactly what broke CSF/is there an existing workaround?
    Thanks and hello again (my current job blocks TF2M at work :( )
     
  9. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,774
    Positive Ratings:
    1,530
    i think it works and it was just my bad brushwork or something. fairly certain we played retreat awhile ago and it worked fine.
     
    • Thanks Thanks x 1
  10. Shanghai

    Shanghai L6: Sharp Member

    Messages:
    394
    Positive Ratings:
    217
    I always thought CSF stood for capture several flags
    I am now baffled
     
  11. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

    Messages:
    1,479
    Positive Ratings:
    1,368
  12. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    yeah i'm... not committing to anything but i'm looking at doing this
     
    • Thanks Thanks x 1
  13. Idolon

    aa Idolon the worst admin

    Messages:
    1,550
    Positive Ratings:
    4,444
    I was going to do an invade-ctf map for the pack, but I could probably make it csf since I only have the mid finished right now.