I have a dream

Discussion in 'Mapping Questions & Discussion' started by NanoSquid, Sep 5, 2010.

  1. NanoSquid

    NanoSquid L3: Member

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    A dream of a new kind of A/D map.

    A map that begins with two points, ala Gravelpit.

    After capturing one point, you move on to stage 2, which has 3 contol points like the artpass map. However, there are 2 stages that could be stage 2-- which point you capture first determines which one you go to!

    Could it be done, tf2maps? Is there a way to make my dream a reality?!?
     
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Of course, you just have to take a look at the Gpit and Dbowl ent setup. With some tweaking, it should work fine. You may experience some HUD problems though, I'm not sure.
     
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  3. NanoSquid

    NanoSquid L3: Member

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    Alright. I just think that there might be some issues with trying to end the round and move to a specific place that's not the same every time... I'll get to blocking it out first.
     
  4. sniprpenguin

    sniprpenguin L6: Sharp Member

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    Yup.

    Requires a bit of logic work to do, but I think it's possible.
     
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  5. REEJ

    REEJ L7: Fancy Member

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    I did a
    layout without any problems

    but, as far as i remember it is following kind of a "go up structure" and maybe thats why valve's tc_hydro is staged instead of as in your idea
     
    Last edited: Sep 5, 2010
  6. NanoSquid

    NanoSquid L3: Member

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    I need to sit down and sketch something out for this. I had the idea but I don't know where to start.


    I think it has a lot of potential!

    Also, 100th post yay!
     
  7. sniprpenguin

    sniprpenguin L6: Sharp Member

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    Here, I thought about it, and here's what you can do:

    Set up rounds like in dustbowl, setting the two final stages at the same round priority. Make sure Red can't win by owning all points!

    Set up two logic_relays that trigger upon one of the two first stage points being capped by Blu.

    In their outputs, make them set all the CPs of the stage NOT TO USE to Blu, and then kill the other logic_relay, and then itself.

    What this should do is make it so that when it checks to see which stage to use next, it'll see that one of them is already completed, and use the other one instead, and it'll prevent craziness occuring if both points are capped at the same time. Hence, having two stages that you choose which to use based on the criteria you gave. (Which point gets capped first)

    I'm sure there's a more elegant solution, especially since mine might give some wacky team scores on the scoreboard if you go with 1 point per cap. ("WOW, 4 points for capping the first point?!")

    EDIT: Just saying, it's gonna be a b*tch to balance this map. If one point of the two first ones is easier to cap, it'll almost always go to the round triggered by it. And then there's the possible meta-game where a team might want final stage A because it's easier, so they push and push for the point that triggers it.

    Not a bad idea, though.
     
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    Last edited: Sep 5, 2010
  8. Randdalf

    aa Randdalf

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    One problem I forsee is the old Gravel Pit "split" problem, ultimately, a team will favour one point over another, and it will also be hard for RED to stop BLU getting past the first stage, as in Gravel Pit, one point will always ultimately be capped unless BLU are completely awful.
     
  9. NanoSquid

    NanoSquid L3: Member

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    Since I only have 2 points in stage one, I'm going to try getting rid of the "hard to defend two points" thing by having RED start in between the two points, not behind like in gravelpit.
     
  10. Boylee

    aa Boylee pew pew pew

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    Think about it though this could actually be used in your favour. If you start with a choice of two points and one is easier to cap then make it so the stage which follows the easier cap is harder to attack and vice versa.


    Also would it not be better to start with the points of the second stage disabled until the relevant point is taken? Surely this would avoid both glitch and scoring errors?
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

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    I have actually been thinking about this setup for a while! Something like a 3CP map (similar to any 5CP map a la Badlands or Well) that goes to a second round like the end of Hydro, or maybe with one point before it. I like the idea a lot and so do the people I told about it.
     
  12. NanoSquid

    NanoSquid L3: Member

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    Necrobump, but wouldn't killing the other relay make it impossible to go to the other stage next time around?
     
  13. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The entire entity system is reloaded when a team wins.
     
  14. Lancey

    aa Lancey Currently On: ?????

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    Except constraints and ropes.
     
  15. NanoSquid

    NanoSquid L3: Member

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    Ok, thanks guys.
     
  16. Pyroguy

    Pyroguy L1: Registered

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    Adapt Hydro as a proof of concept?
     
  17. Lancey

    aa Lancey Currently On: ?????

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    Hardly what we had in mind. Hydro is completely random, whereas we'd need a system that adjusts the relays based on what gets capped first.
     
  18. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I had a similiar idea for this with my first map, a CTF to a Payload to a A/D CP, a storyline map, if you will...

    Where, depending on who won the CTF, that would choose who was attacking/defending the other 2 stages, and also the color scheme for the maps.

    Since it sounds like it is possible for doing A/D, is it possible for different Gamemodes too?
     
  19. Nathan Quake

    Nathan Quake L1: Registered

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    Well, my dream had mutant space kittens that took over the world, but your idea is cool as well...
     
  20. NanoSquid

    NanoSquid L3: Member

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    Bump again, I'm having a LOT of trouble getting this to work. For one thing, how do I set the points to blue? I've tried SetOwner but I just can't seem to figure out what variable to use for BLU. :(


    EDIT: Welp, never mind. Turns out it was 3. What a random value. sniprpenguin, your method worked perfectly, thanks :D
     
    Last edited: Oct 18, 2010