- Jan 19, 2008
- 234
- 312
Using the KOTH option in the flag properties, I managed to recreate a buggy prototype of my favorite TFC game-modes for TF2, Flagrun. You can download it here. For those who haven't played the original Flagrun:
Known problems:
The Multiple Flag Pick-Up Bug (MFPUB):
There is a bug with the teamflags that shows up when there are multiple, capable flags available to a team during a round. A player can pick up an unlimited number of flags, but they can only get rid of the last flag they picked up. All previous flags a player has picked up before the last will stay with them even if they die, run into a spawn area, run over a cap area, or the round is reset. The only way I've found to remove the "extra" flags from a player is to reload the map entirely, the "kill" command does not work on flags after they have been picked up. I've nicknamed this map Death-Run due to all kill triggers I had to put in to keep the MFPUB from occurring.
No scoring system, broken sound:
Valve also never finished implementing the alternate flag game-play modes, so there isn't really a working scoring for any of the modes, nor any sound system set up for them either. I can't fix the scoring system as there no way to directly award points other then the "rounds won" tally. As the ambient_generic entity is rather broken and has no filter options so the sound will only play for a certain player or team, I've only managed a partial work around for the sound system: a barely audible sound that plays from one location.
Weird lighting on moving doors:
As you might have noticed if you played the map, the platforms that cover the capture locations for Intel have odd lighting on them. This is because the doors in the map all had their lighting calculated when they were in the raised position. At first I tried having them lighted in the lowered position, but then there undersides were completely black, which was much more noticeable. I'm still trying to find a better set-up to indicate an available drop point for the flag.
The questions:
Why kill someone after dropping the Intel?
To win the round, a team had to have all four flags in their possession, and flags can be stolen at any time after they have been captured. I had dropped flags instantly return to the center of the map mainly to prevent the MFPUB from occurring, but also to give a team more incentive to protect their flags. The problem was that with the instant return for flags, a single player could reset any progress the other team had made towards winning the round by running into their base and picking up and dropping all the flags they had captured, all the dropped flags would instantly be returned to the center. To prevent this, I added an output to the flags to kill players when they were dropped. I believe for this same reason, in Team Fortress Classic (for HL1), when playing a flagrun map, it was not possible to drop flags at all.
Why bother trying to re-create flag-run in the first place?
As I've mentioned, Flagrun was my favorite game mode for TFC and there isn't a current game mode option for TF2 that really matches it's mechanics. With all the current CTF and CP maps out there it starts to get difficult to create a really unique gameplay style for your map that hasn't been done at least 2 or 3 times already, I wanted something that would really set itself apart. I thought if I could make a mostly working flagrun map for TF2 and generate enough interest in it, Valve might even fix up the broken alternate flag modes and add a neutral skin for the flag.
Why post the prototype map and vmf?
I've just run into so many problems working on this map idea for TF2 that I'm considering giving up on it entirely, maybe soemone might know something I don't, if not that, then at least someone else might find something useful for there map idea based on my set-up. With all the workarounds I had to use with the way the properties for scoring, HUD elements, and other entities are set up in Hammer, It has me wondering if either Valve doesn't actually want anything other then the generic map set-ups with systems and event sounds matching those used in the stock maps, or, that the code base for Hammer and the Source Engine was so broken/unorganized it required tons of specially written work-around mod code just to get each of the TF2 entity settings to work to begin with.

Known problems:
The Multiple Flag Pick-Up Bug (MFPUB):
There is a bug with the teamflags that shows up when there are multiple, capable flags available to a team during a round. A player can pick up an unlimited number of flags, but they can only get rid of the last flag they picked up. All previous flags a player has picked up before the last will stay with them even if they die, run into a spawn area, run over a cap area, or the round is reset. The only way I've found to remove the "extra" flags from a player is to reload the map entirely, the "kill" command does not work on flags after they have been picked up. I've nicknamed this map Death-Run due to all kill triggers I had to put in to keep the MFPUB from occurring.
No scoring system, broken sound:
Valve also never finished implementing the alternate flag game-play modes, so there isn't really a working scoring for any of the modes, nor any sound system set up for them either. I can't fix the scoring system as there no way to directly award points other then the "rounds won" tally. As the ambient_generic entity is rather broken and has no filter options so the sound will only play for a certain player or team, I've only managed a partial work around for the sound system: a barely audible sound that plays from one location.
Weird lighting on moving doors:
As you might have noticed if you played the map, the platforms that cover the capture locations for Intel have odd lighting on them. This is because the doors in the map all had their lighting calculated when they were in the raised position. At first I tried having them lighted in the lowered position, but then there undersides were completely black, which was much more noticeable. I'm still trying to find a better set-up to indicate an available drop point for the flag.
The questions:
Why kill someone after dropping the Intel?
To win the round, a team had to have all four flags in their possession, and flags can be stolen at any time after they have been captured. I had dropped flags instantly return to the center of the map mainly to prevent the MFPUB from occurring, but also to give a team more incentive to protect their flags. The problem was that with the instant return for flags, a single player could reset any progress the other team had made towards winning the round by running into their base and picking up and dropping all the flags they had captured, all the dropped flags would instantly be returned to the center. To prevent this, I added an output to the flags to kill players when they were dropped. I believe for this same reason, in Team Fortress Classic (for HL1), when playing a flagrun map, it was not possible to drop flags at all.
Why bother trying to re-create flag-run in the first place?
As I've mentioned, Flagrun was my favorite game mode for TFC and there isn't a current game mode option for TF2 that really matches it's mechanics. With all the current CTF and CP maps out there it starts to get difficult to create a really unique gameplay style for your map that hasn't been done at least 2 or 3 times already, I wanted something that would really set itself apart. I thought if I could make a mostly working flagrun map for TF2 and generate enough interest in it, Valve might even fix up the broken alternate flag modes and add a neutral skin for the flag.
Why post the prototype map and vmf?
I've just run into so many problems working on this map idea for TF2 that I'm considering giving up on it entirely, maybe soemone might know something I don't, if not that, then at least someone else might find something useful for there map idea based on my set-up. With all the workarounds I had to use with the way the properties for scoring, HUD elements, and other entities are set up in Hammer, It has me wondering if either Valve doesn't actually want anything other then the generic map set-ups with systems and event sounds matching those used in the stock maps, or, that the code base for Hammer and the Source Engine was so broken/unorganized it required tons of specially written work-around mod code just to get each of the TF2 entity settings to work to begin with.