- Aug 16, 2009
- 162
- 56
Okay, so I made this map with a custom control point system. How the map works is that there are 5 control points - two belonging to red (REDA and REDB), two belonging to blu (BLUA and BLUB) and one neutral, locked point in the center. The first team to cap the middle point wins. To unlock access to the middle point, you need to cap the two points the other team controls. It's basically the goal of Gravelpit mixed with the 5-point style of Granary.
To make things more interesting, I made it so that when a point is capped, it locks. However, you can unlock it by capping the corresponding point belonging to the enemy.
Example:
Red caps BLUA, and it locks. If blu caps REDA, neither point will be locked. Blu can then go ahead and recap BLUA, and then REDA will lock - and BLUA will be unlocked still.
I added this to try and make the game more dynamic, and to add more strategy. However, this brings up an issue when trying to defend points. The logic I used to set up the point capping system makes it so that oftentimes points can't be capped. Here's the logic I have setup:
BLUA:
blu needs redA to cap
red needs no previous point (points to self)
BLUB:
blu needs redB
red needs no previous point (points to self)
REDA:
red needs bluA
blu needs no previous point (points to self)
REDB:
red needs bluB
blu needs no previous point (points to self)
Center Point:
red needs bluA and bluB
blu needs redA and redB
Oh, and I also used 5-point CP gameplay for the tf_gamerules and for the team_control_point_master. Due to this logic, teams can't defend their own points unless they control the enemy's corresponding point, and neither team can defend the center point unless they control the two points the belonging to the enemy. The obvious easy way out is to make it so points just permanently lock when capped, but then the issue with the center point still exists. I'm not entirely sure how to fix the issue while keeping the same point capping system, so any help would be appreciated.
Thanks in advance for the help!
To make things more interesting, I made it so that when a point is capped, it locks. However, you can unlock it by capping the corresponding point belonging to the enemy.
Example:
Red caps BLUA, and it locks. If blu caps REDA, neither point will be locked. Blu can then go ahead and recap BLUA, and then REDA will lock - and BLUA will be unlocked still.
I added this to try and make the game more dynamic, and to add more strategy. However, this brings up an issue when trying to defend points. The logic I used to set up the point capping system makes it so that oftentimes points can't be capped. Here's the logic I have setup:
BLUA:
blu needs redA to cap
red needs no previous point (points to self)
BLUB:
blu needs redB
red needs no previous point (points to self)
REDA:
red needs bluA
blu needs no previous point (points to self)
REDB:
red needs bluB
blu needs no previous point (points to self)
Center Point:
red needs bluA and bluB
blu needs redA and redB
Oh, and I also used 5-point CP gameplay for the tf_gamerules and for the team_control_point_master. Due to this logic, teams can't defend their own points unless they control the enemy's corresponding point, and neither team can defend the center point unless they control the two points the belonging to the enemy. The obvious easy way out is to make it so points just permanently lock when capped, but then the issue with the center point still exists. I'm not entirely sure how to fix the issue while keeping the same point capping system, so any help would be appreciated.
Thanks in advance for the help!
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