Help with an attack/defend cp map!

Discussion in 'Mapping Questions & Discussion' started by [smoke] Rec, Jul 11, 2016.

  1. [smoke] Rec

    [smoke] Rec L1: Registered

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    I've been working on a 3cp attack defend style map all night now, and I've just got to the configuring of the entire thing. I followed a guide online here, https://developer.valvesoftware.com/wiki/TF2/Creating_a_CP_assault_map
    but that just led to all my respawn rooms being sent to the same one, no hud elements for the actual cap points, and you couldn't cap any points. I tried fidling with some things and got back to an issue where red wins instantly after the "mission begins in 60 seconds" line of dialog was played. The message it says when red wins is "Red captured all control points" even though they cant capture any control points.
    I linked the download to the bsp as of right now, any help is appreciated.
     
  2. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    First, for all game modes involving capture points, you need a team_control_point_master (see step 2 in the link you provided), and set the "restrict team from winning" value to red. This will mean that red will not be able to win if they control all of the points.
    Next you will also need to link all of the team_control_point entities to the team_control_point_master by listing their names in the team_control_point_master entity, in the spaces provided.
    You also need to tell each spawn point what team should use them. (In the Team parameter)
    To be honest, it would be easier if you provided the vmf rather than the bsp to diagnose entity related problems if there are any more problems after this.

    Finally, I noticed that there were blu dev textures in red spawn. A small thing for now, but it would make people confused if they played on the map. (Many if not most people would think that they spawned in the blu spawn room as red)
     
  3. [smoke] Rec

    [smoke] Rec L1: Registered

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    Alright, thanks for the input, ill try next time to use a VMF over a BMP. I just defaulted to the bmp because i knew from playing competitive thats how maps were shared so i figured most people would be able to use that format. And for the blu dev textures in the red spawn, yeaaah its been a long stage of working on it. originally it was supposed to be a 5cp so i worked on blu's last but that turned into the 2nd point. Anyhow, thanks a ton for the help.