CTF KOTF Warlab A5

KOTF/CTF hybrid. With multiple flags to cap, and a central Control Point.

  1. silky_tf

    silky_tf L1: Registered

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    KOTF Warlab - KOTF/CTF hybrid. With multiple flags to cap, and a central Control Point.

    Hello everybody! This is my first map. It is a very experimental KOTF/CTF hybrid.

    Much like every Koth map, there is a central control point. You must cap it and hold it for a certain amount of time to win. But in order to cap the point you must steal the enemies intelligence. Then bring the intelligence to the control point to cap it. And the only way for the enemy to take the control point back, is to steal your intelligence and do the same.

    There is more than one intelligence briefcase for each team. You must defend all, as any one can cost you the point. The rest can be figured out along the way I think.

    *Note - Ignore the CTF hud. It's not really useful for this gamemode. I haven't figured out how to get rid of it yet. And it's misleading, as there are no maximum flag captures for this gamemode.
     
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  2. Muddy

    Server Staff Muddy Muddy

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    For the CTF HUD, you can use the tf_ctf_cp_hybrid (or whatever it's called) entity to change it to the attack/defend CTF HUD which removes the point counters.
     
  3. silky_tf

    silky_tf L1: Registered

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    Thx for tip! I'll try that soon, and update it for A2 if it works.
     
  4. silky_tf

    silky_tf L1: Registered

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    -For A2 update, hud is fixed
     
  5. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    so we tried to imp a2 but it crashed the server and got skipped. no idea what happened but try and figure it out.
     
  6. silky_tf

    silky_tf L1: Registered

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    A3
    -hopefully doesn't crash now (removed nav file, fixed all hammer errors)
     
  7. silky_tf

    silky_tf L1: Registered

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    Playtest review
    -noticed a lot of problems during gameday. The most serious was that players were sprawling all over the map, going in and out of enemy territory with little pushback, leading to unfocused and confusing gameplay. The ramps next to the point did way less than I expected them to, so I fixed that area to give more advantage to players trying to defend their side of the maps. Hopefully what I did was enough to resolve some of the chaos, and fix the neverending overtime problem.
    A4 Update
    -changed steep ramps near point, now offers narrower paths up to enemy spawn
    -added more health/ammo
    -added side route close to spawn
    -altered middle intel room slightly, making ramp easier to walk around
    -reduced round time (now 4 minutes of cap time to win, instead of 5)