Clearing (Conquest)

Discussion in 'Map Factory' started by nik, Apr 26, 2010.

  1. nik

    nik L12: Fabulous Member

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    Clearing

    Clearing: A Conquest Map

    This is my new map, Clearing. It is, as far as I know, the first of its kind for TF2. Modelled after the Conquest gamemode in Battlefield, but with a few adjustments, this is how it works:

    • Each team starts with 200 tickets
    • Whenever a player kills a player of the opposite team, the dying team loses 1 ticket
    • There are 3 CPs in the map: 1 main one, and 2 side ones
    • Capturing and holding either of the two side ones will drain the opponent's tickets by 1 ticket per every 15 seconds
    • Capturing and holding the middle point drains 2 tickets every 15 seconds from the enemy's supply
    • When one team's ticket supply 0, that team loses


    Some problems that don't need to be addressed because I already know about them and am thinking about solutions:

    • TOO BIG
    • TOO OPEN
    • MIDDLE LOOKS LIKE ORANGE_X (thanks alot TPG. thanks alot.)


    Last but not least, thanks to:

    • A Boojum Snark - Invaluable entity help with the ticket display system
    • TF2maps.net chat - Additional help on how to make it work

    A .VMF containing the entities I used for this mode can be found here.

    Thanks,
    nik.
     
    Last edited: Jul 11, 2010
  2. The Political Gamer

    aa The Political Gamer

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    The middle building reminds me of orange_x :S
     
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  3. Void

    aa Void Local Man Unable To Map, Sources Say

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    In the second screenshot, I can't help but think of the Midnight Riders.
     
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  4. owly-oop

    aa owly-oop im birb

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    I think the gamemode could work but you need to use the red/blu colored dev textures
     
  5. Snacks

    Snacks TODO: Clever title

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    a2:

    blue ticket display is missing the ones place
    entrance to C from middle is missing C overlay
    would be nice if the HUD had cap point labels
    points could benefit from cap boundary overlays
    sides needs team theming
    A and C feel easy to miss and ignore as an objective
    lower spawn exit is dark
    inside B building is dark
    needs more health and ammo
     
  6. nik

    nik L12: Fabulous Member

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    thanks for the run-through!

    I'm not sure what you mean by the one's display is missing, I checked it earlier and it seemed to be working, but I'll look again. Entrance to C is missing overlay - Do you mean from the middle into that tunnel with the roofed entrance? If so, there should be one there. The rest will come with later versions, although I'll have to research how to display cap labels on the HUD.

    :)
     
  7. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Elaborate DM is Elaborate
     
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  8. Prestige

    aa Prestige im not gay anymore

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    sounds like fun. good to see less CTF maps, and for people to try some non-vanilla gamemodes.

    i think the CP's should be worth more IMO.
     
  9. Dark

    Dark L4: Comfortable Member

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    i don't really like this game mode as is.
    after blu has 3 points caped it takes a litle over 10 minutes for the game to end, meaning rounds may stretch on for like 25 min. for a death match like map tough it is good.
    one thing to change might be that the top exit of spawn hurts you when you run off.
     
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  10. nik

    nik L12: Fabulous Member

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    Do you think I should increase the ticket decay times for the Points? I've heard this a bit, and I will probably bump them up a few in later versions.
     
  11. honorum646

    honorum646 L6: Sharp Member

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    Yes you should, but make it more points lost per tic", not more points per minute.

    Also consider changing "tickets" to "supplies" it sounds better imo.

    EDIT: TPG is right, and orange_x = bleh. SO SPICE IT UP!
     
    Last edited: Apr 27, 2010
  12. WastedMeerkat

    WastedMeerkat L3: Member

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    If I recall correctly, Battlefield takes tickets away every second. Why not do that?
     
  13. Prestige

    aa Prestige im not gay anymore

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    how was this on gameday? couldn't make it cuz tf2 wont download maps for some strange reason :(
     
  14. nik

    nik L12: Fabulous Member

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    No idea. I was away last week, and the demo doesn't appear to be up yet D:
     
  15. honorum646

    honorum646 L6: Sharp Member

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    Technically, this rewards the team who controls the point. He could make it a total deathmatch, but it wouldn't be as tactical.

    Supposedly he could make the points affect gameplay, but that's his choice.
     
  16. nik

    nik L12: Fabulous Member

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    This is an interesting idea, but I don't want to fiddle with it and give totally unfair advantages to either team, although I could do a sort-of 'side version' to test something like this out, then see how it works.
     
  17. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    I think it would be nice to add gameplay changes if a team captures all (or 2) points.
    Not in a drastic way that the other team would have no chance, but maybe something like a direct acces to the point near the enemy base, or more cover to points owend...
    Think of it, and keep up the good work!
     
  18. Urban

    aa Urban

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    I am liking this. Can't say i'm a great fan of conquest in bfbc2 (I prefer rush :p) but I hope it turns out well in tf2. And as people have already said, increase the tickets lost per ser 15 or so seconds. By the way are you thinking about releasing a pack or something so other people can use this gamemode or are you going to keep it to yourself? I know what I would do!
     
  19. nik

    nik L12: Fabulous Member

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    I didn't even know anybody really cared about this, so I never considered it. If there was enough demand I would release a pack, but if you want it at this point just PM and I'll send you a .vmf :D