Hunted

Discussion in 'Map Factory' started by Dosia36, Sep 10, 2009.

  1. Dosia36

    Dosia36 L1: Registered

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    BLU objective:
    Pick up the intelligence on your base. Escort the courier to capture point.

    RED objective:
    Prevent the enemy team from capturing your intelligence.

    Other notes:
    Intelligence briefcase contains a little dispenser inside. Stay near courier to get health and ammo. Dropped intelligence returns to BLU base after 3 seconds.

    http://www.youtube.com/watch?v=pR3hQgG5pAs

    Version 1.2 released!
    • Map prefix changed to ad_ (official CTF Attack\Defend gametype name)
    • Intelligence drops and courier kills are unlimited now
    • Blue team can only lost the round if timer expires
    • Duration of rounds decreased to 6 minutes
    • Opening the capture point gates gives 1 minute of additional round time (6+1)
    • Player receives 2 bonus points for opening the capture point gates
    • Opening the capture point gates decreases respawn time for Blue team
    • Fixed annoying looping sound of briefcase healing beam
    • Environment light brightness decreased to previous version
    • Fixed some surfaces not holding sticky bombs
    • Various map fixes, improvements, optimization
    • Updated serverbrowser thumbnail and briefing images

    [​IMG]
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    Last edited: May 30, 2010
  2. The_Ulf

    The_Ulf L6: Sharp Member

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    HAWT.

    I will most certainly be looking into this game mode - thanks for the example! Very well done setup.
     
  3. YM

    aa YM LVL100 YM

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    So... its exactly the same as the A/D CTF mode we've been running a contest for over the last few months but with added gimmick (buttons)??

    Also, renaming the thread to match conventions
     
  4. Dosia36

    Dosia36 L1: Registered

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    I hope not. Haven't seen any of these maps. First test beta of Badwater remake was released in January 2009.
     
  5. YM

    aa YM LVL100 YM

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    [ame="http://forums.tf2maps.net/showthread.php?t=7009"]TF2M Annual Major Contest # 3 - TF2Maps.net[/ame] ;)
     
  6. Dosia36

    Dosia36 L1: Registered

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    My mode have only one flag and one capture zone, no timer and no flag return time. One single death of the carrier cause victory for Red and failure for Blue. No, not exactly the same. :p
    But, yes, they are looks alike.
     
  7. J4CK8

    J4CK8 L11: Posh Member

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    Not the same. It says if the flag is dropped at all, you fail. No set time limits I'm guessing.

    Could prove a big problem though, as chances are people will drop the flag after setup on purpose, if it's possible, to make their team fail.
     
    • Thanks Thanks x 1
  8. MrTwitch

    MrTwitch L1: Registered

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    You're going to need a class that cannot fire for this to work or possibly only have medics be able to carry the intel or else you'll have your carrier running into the fray and jeopardizing everything.

    I'd like to see how this works though. I think it might be a bit more enticing if it wasn't two reworked maps.
     
  9. Psy

    aa Psy The Imp Queen

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    So a crocket can completely obliterate BLU's chance of winning? hmm...
     
  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    kritzkrieg on red = red always wins
     
  11. Nutomic

    Nutomic L11: Posh Member

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    Wasnt it in TFC, that the defending team only had snipers or so? I think you'd best write a server-plugin to disallow certain classes, and let the flag carrier only use meelee. This would also make it possible for the gamemode to be played on any map i suppose.
     
  12. Washipato

    Washipato L3: Member

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    Looks interesting. How are the buttons activated?
     
  13. Dosia36

    Dosia36 L1: Registered

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    You can pick up the flag in simple CTF mode and never capture it, making your team really angry. ;)
    Anyway, what should I do? Unbinding the drop button on keyboard by using point_clientcommand? Nah, too brutal!

    Just touching. Only Blue players are allowed to activate them.
     
  14. Psy

    aa Psy The Imp Queen

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    Exactly what I was thinking. This gamemode is flawed. There is a reason why Valve decided to create Payload instead of Hunted.
     
  15. Terr

    aa Terr Cranky Coder

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    What about if the VIP dies the flag is instantly returned to base, and that particular user cannot pick up the flag again? When BLU is out of possible carriers or the time runs out, RED wins...

    It'd be difficult if people on BLU changed teams or rejoined to get more "tries"...

    Another possibility is multiple flags, but only one can be held at a time. Dying with the flag destroys it, and dropping it (outside of spawn) kills you, and when BLU is out of flags...
     
  16. MrAlBobo

    MrAlBobo L13: Stunning Member

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    in tfc when the round ended on flag drop it wasn't really a big deal, the teams were not switched, and it reset almost instantly, in fact I think it was scored as red gets 10 points for stopping blue, and blue gets 100 points for winning (this may or may not be right, I can only remember so much about a game I last played 3 years ago)

    The best way to emulate that feeling would be to add the round time, and find a good way to send the entire blue team back to their base on intel drop.

    Or...
    http://developer.valvesoftware.com/wiki/TF2/Hunted_Gametype

    Just saying, id like to see some hunted mod server in existance, and I don't think they ever actually released a good hunted remake, while yours looks quite impressive
     
  17. Mexican Apple Thief

    Mexican Apple Thief L3: Junior Member<br>LEAD FARMER

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    Well one could argue A/D CTF is a gimmick in itself. I don't believe the buttons are necessary, but the main addition is the lose on drop. And this changes gameplay alot.

    By the way you're supposed to keep the carrier back away from the fighting. If you lose because he got kritzed, he's probably too far up and you lost because you're ramboing.

    Also I was thinking that to solve drop exploiting make drops have a full return timer, so Blu can pick it up if grief dropped, and Red has to defend the flag after getting it dropped on top of killing the carrier.

    Another thing to add could be that taking the above's advice Red has to kill the carrier multiple times. Do some testing and find how many times it takes a clueless team to cap the intel on average.

    And to prevent scout griefers from constantly rushing it, just make the first spawn point directly on the flag so one player is automatically randomly assigned the flag at first and can change if needed.

    I had this idea before, but got lazy because I knew someone else would do it later. It looks fun. In fact, it might work better than A/D CTF due to the lack of scout rushing.
     
    Last edited: Sep 10, 2009
  18. kankle_king

    kankle_king L4: Comfortable Member

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  19. StoneFrog

    StoneFrog L6: Sharp Member

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    Woohoo! A hunted remake. Keep it up.

    (Now if only we had our Civilian and vastly superior TFC entity system back.)
     
  20. bubbabyte

    bubbabyte L1: Registered

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    excellent remake of hunted.. i just wish someone would make a mod/plugin to have the case carrier move slower like the original avanti style A/D maps.