Help with multiple-gamemode maps

Jackintosh

L1: Registered
May 10, 2025
3
0
Hi All,

I'm looking to make a map with multiple stages that changes gamemode on each stage.

Stage 1: Payload
Stage 2: A/D CP
Stage 3: A/D CTF

I can get the gamemodes to function (the payload, CPs and CTF flags) however the HUD refuses to cooperate

1. If the intel is anywhere in the map (even disabled), the HUD shows the gamemode as CTF
2. Without the intel, only the Payload hud works, and round 2 and 3 display no gamemode HUD

I just need to know if this is remotely possible or if what I'm interested in doing isn't possible with base TF2's HUD.

Right now for Stage 2, I'm using team_control_point_round entities to set the gamemode using an output OnStart to set;
-SetBlueTeamGoalString to #Dustbowl_blue_setup_goal
-SetRedTeamGoalString to #Dustbowl_red_setup_goal
and for Stage 3;
-SetBlueTeamGoalString to Steal the Intelligence Briefcase from the enemy base.
-SetRedTeamGoalString to Steal the Intelligence Briefcase from the enemy base. (I actually want Red to defend so this is temporary, if you know what this should be set to in this case that would be appreciated)

Appreciate any help here.
I am using ABS' Resource to help set these up, so my understanding is not great on how the gamemodes are actually set up.
The only Payload tutorial I could find online (other than Valve's resource) is a severely old tutorial where the youtuber unfortunately kept getting things wrong in his own video and had to check another one of his maps to understand why it wasn't working.

Thanks in advance,
Jack
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
635
480
The tf_gamerules entity has a keyvalue where you can override the HUD type.
You could potentially try using point_template to spawn a tf_gamerules with the HUD type set to CP for the first and second stage (using team_control_point_round's OnStart output), then a different tf_gamerules with HUD type set to CTF for the third stage.
I doubt this will actually work, but it's worth a try.

You could also try throwing the intel into a point_template so that it's only spawned during the third stage, and maybe then the first two will be treated as though the gamemode is CP.
 

Jackintosh

L1: Registered
May 10, 2025
3
0
The tf_gamerules entity has a keyvalue where you can override the HUD type.
You could potentially try using point_template to spawn a tf_gamerules with the HUD type set to CP for the first and second stage (using team_control_point_round's OnStart output), then a different tf_gamerules with HUD type set to CTF for the third stage.
I doubt this will actually work, but it's worth a try.

You could also try throwing the intel into a point_template so that it's only spawned during the third stage, and maybe then the first two will be treated as though the gamemode is CP.
I'll give this a try next time I'm planning on giving that map a go - thanks for the advice.

As a separate question entirely, what's the best practice when dealing with vertical and horizonal displacements?
Whatever I do, they don't sew properly, or end up creating degenerate triangles.
The map I'm working on is set on the side of a cliff, so I'm looking to use displacements for the cliff below, and the terrain leading up to the cliff.