In the Splatoon games, for the uninitiated, there's a Payload tug-of-war type mode that uses a mechanic where players have to stand on the payload for a certain amount of time to capture it—unlike Waste, where you just push enemies out of the way and you're immediately able to push. It also keeps track of your maximum distance traveled from the center so if no team makes it to the enemy base, whoever made it the closest wins. But I was thinking maybe instead, there could be two timers just like in KOTH, and treat it like KOTH but with a moving point. Kind of like how some people have made hybrid KOTH/3CP maps where if you manage to cap the end point you win by default.
Either way, I'd like to imagine that a mode like that could work as an alternative to 5CP, if it were technically possible. Some cursory examination of the entities involved in Payload suggests that it's not, though, because any capture zone parented to a func_tracktrain automatically behaves as a cart push zone instead. I'd need one of each for this to work. So should I just give up on the idea right now, or is there something I missed?
Either way, I'd like to imagine that a mode like that could work as an alternative to 5CP, if it were technically possible. Some cursory examination of the entities involved in Payload suggests that it's not, though, because any capture zone parented to a func_tracktrain automatically behaves as a cart push zone instead. I'd need one of each for this to work. So should I just give up on the idea right now, or is there something I missed?