- Aug 7, 2008
- 231
- 206
As someone else has offered to help me on my previous map, I have decided to not update it any more, it is ready for release (Just got to work out a few bugs from it, which I cannot do as he has the VMF copy and is away on holiday).
Anyway, onwards with the topic. It was just a random idea that I had for a game mode, The game mode revolves around BLU destroying targets and RED defending. I plan to have a high amount of capture points, but limited time rewarded. The main plan is to have 2 external capture points, 1 moving capture point (Moving towards RED base), 3 internal capture points and a final capture point.
Amongst all this destructible rampageness are other breakable objects, now these won't have an effect on time, but will have an effect on game play.
For example, destroying the bridge at the beginning can hinder red reinforcements to the earlier capture points, but, will also hinder blues when they move up towards the later capture points.
Here's a video of what I have so far, showing the two frontal capture points, and additional concepts.
http://uk.youtube.com/watch?v=m4p15wQoygo
I still need to:
Anyway, onwards with the topic. It was just a random idea that I had for a game mode, The game mode revolves around BLU destroying targets and RED defending. I plan to have a high amount of capture points, but limited time rewarded. The main plan is to have 2 external capture points, 1 moving capture point (Moving towards RED base), 3 internal capture points and a final capture point.
Amongst all this destructible rampageness are other breakable objects, now these won't have an effect on time, but will have an effect on game play.
For example, destroying the bridge at the beginning can hinder red reinforcements to the earlier capture points, but, will also hinder blues when they move up towards the later capture points.
Here's a video of what I have so far, showing the two frontal capture points, and additional concepts.
http://uk.youtube.com/watch?v=m4p15wQoygo
I still need to:
- finish off brush work for the end of the level
- texture buildings
- create capture points (including moving caps)
- create additional breakable objects which change game play
- create round timers, and new HUD system to show the health of the objects
- respawn rooms