Is it possible to make this map (pl tug-o-war + cp hybrid)?

Discussion in 'Mapping Questions & Discussion' started by Scrow, Oct 13, 2009.

  1. Scrow

    Scrow L1: Registered

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    Introduction

    I've had this idea for a map floating around in my head for a while now. A few months ago a started sketching map layouts and writing down ideas for how the map could actually work and be balanced. I've now gotten to the point where I want to block out a level, throw the required entities into the scene, and get the basic functionality working, so I can troubleshoot the concept further. I've hit a few snags in getting it working in Hammer, so now I'm turning to this forum for help. But first a detailed description of the map concept.


    The Concept

    There is one primary objective and two secondary objectives. The primary objective (the ONLY way to win the game) is to push the cart to your team's payload cap. The secondary objectives (NOT required to win the game) are two standard capture points, A and B. The map is outlined below.

    [​IMG]
    Not to scale.

    The idea behind this map is to take some focus off the cart. In a ToW map all attention is on the cart, which can result in a clusterf**k of grenade and rocket spam on the single objective in the map. What I'm trying to do with this hybrid map is to take some of the attention off the cart.

    Both capture points start neutral. A point that has been captured by a team can be captured by the other team at any time. Neither point is ever locked.

    So why would a team want to capture point A and/or B? As an example, capturing one of the points could reduce your team's respawn times, or debuff the enemy team to always take min crits, or make it that the cart only dispenses health and ammo for their team etc. There are several ideas I have for how either point can benefit the team. The main thing to note is that capturing one or BOTH points benefits your team greatly in achieving the PRIMARY objective; capturing the cart.


    The Problem
    Basically, is this possible? I don't think I've ever seen a map which has attempted this before (perhaps it has been done before?). Can the logic and functionality of entities support both PL and CP modes in a single map? Can the UI be customised to show the cart progress and points A and B? If you know of a way to achieve what I've described here, I'd really appreciate your expertise.

    Note: I am NOT looking for critiques on the concept. It is a work in progress. I only want to know if this is technically possible and if so, how?
     
  2. Pseudo

    Pseudo L6: Sharp Member

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    Yes.
    No.
    I'm not sure if the crit debuff is possible, but the other two sound good.
     
  3. megawac

    megawac L4: Comfortable Member

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    As Pdeudo just said, yes you can have cp and pl game modes on one map, but only 1 of the 2 UI's will work.

    So for the UI's I would suggest you use cp because you will be able to see the state of the two points and the speed of the cart. The only problem is if the point/cart is not being contested it will move back instantly. Im not sure of a way to change that.

    If you use the cart UI... I doubt itd work seeing 3 points are available cart, A, B so no. And the points would begin uncapping after 20 seconds.

    Heres a cart/capture point map, pc_sawmill b5, good luck.
     
  4. Blue552

    Blue552 L3: Member

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    Everything you have mentioned is very possible, it just depends how skilled you are.

    On a Hammer level, partially possible - rip into the source code and all of it is possible.

    EDIT: Also the CP's do not I repeat DO NOT need to be a 'scoring entity' - They will not affect the score and hence wont interfere with the gametype.

    [To indicate if a CP is captured you could easily put in some clever lighting and maybe custom decals]
     
    Last edited: Oct 15, 2009