CTF scoring

Discussion in 'Mapping Questions & Discussion' started by Kraftwerk, Nov 23, 2009.

  1. Kraftwerk

    Kraftwerk L2: Junior Member

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    Is there a way I can make it so that CTF works like this:
    Red has a flag deep inside their base, and blu's objective is to capture it. Red doesn't have a flag or a capture zone their going for, and if time runs out, blu wins. Can someone tell me how to do this/ link me to a prefab?
    Thanks
    Kraftwerk
     
  2. Engineer

    aa Engineer

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    Yeah, its possible, but lets wait for snark or someone who knows how to do it ;)
     
  3. Kraftwerk

    Kraftwerk L2: Junior Member

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    Ok cool! I wanted to make something with a different game type, but still relatively easy to do, and simple enough for players to understand.
     
  4. Kraftwerk

    Kraftwerk L2: Junior Member

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    Bump. I REALLY need an answer to this.
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    You could probably modify the CTF-A/D setup for this. You just need to adapt it to last several captures in the scoring process so that it doesn't restart the round after 1 capture (since you'll presumably be using 1 control point).

    http://forums.tf2maps.net/downloads.php?do=file&id=1516

    That's the CTF A/D prefab you can drop in your map.

    Unfortunately i can't look at this myself as I'm at uni waiting for a lecture. This is one plausable approach out of possibly 2 or 3, others utilising the basic ctf setup (but modified, obviously). Funnily enough despite CTF being my favourite game mode i havn't devled in it yet.

    If you're new to mapping you probably wont be able to make heads or tails of the I/O system (and subsequently modify it to suit your purpose) in which case you'll have to do as Engi said and wait for Booj to direct you on the process as he's likely looked at this setup already.
     
  6. Kraftwerk

    Kraftwerk L2: Junior Member

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    That looks good, but I've almost had a change of heart. I'll describe the map:
    Its called CTF_Heist, where blu is trying to steal a valuable red painting. It takes place in a downtown type setting and of course an art museum. I was playing with making it a/d ctf/ vanilla CTF with 2 rival art museums, but I'm not sure what would work best ;P
     
  7. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    I see one problem with this idea as described:

    RED has the flag in their base, and RED has to defend it while BLU is trying to capture it. But BLU wins when time runs out.

    How does RED win? For that matter, why would BLU try to get this flag? If BLU gets the flag, BLU wins. If BLU doesn't get the flag, and time runs out, BLU wins. There's no winning condition for RED, and there's no impetus for BLU to get the flag at all. BLU could have a tea party in their spawn room and they'd win.
     
  8. Kraftwerk

    Kraftwerk L2: Junior Member

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    I mean to make it so red wins when time runs out, and blu wins after 1 capture. (Red will start with.. 1 point, a flag capture will be worth 3.)
     
  9. SPHinx

    SPHinx L2: Junior Member

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    I've been wondering about this too. Have you run some tests on this yet? I may be mistaken, but I think (for your original idea) you can just set up a normal CTF game and only put RED's flag in the map. Like in TC Meridian, after 1 cap, the round ends. And in the final stages there, only 1 team has a flag.

    I've been meaning to play around with this, so maybe I will do so this afternoon. I think you can just set the points/per-flag-cap to make it so 1 cap is enough for the 3 or 4 points needed to win, or 1 cap gives 1 point and BLU will have to steal the flag a bunch of times.
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The trouble is if Blu win after 1 capture the map ends after a relatively short period of time. In which case, you'd probably want to consider standard A/D CTF with a slight twist to suit your story.
     
  11. Kraftwerk

    Kraftwerk L2: Junior Member

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    Heres the objective order:

    Cap 1: A control point that opens up a new route, moves back enemy spawn, and moves up blu spawn.

    Cap 2: A simmilar Control Point


    Cap 3: The actual flag

    Cap 4: A control point type thing you have to hold with the flag until the escape vehicle arrives.

    Good?