Multi-Stage Payload CP Standards

Discussion in 'Mapping Questions & Discussion' started by Crash, Jun 3, 2011.

  1. Crash

    aa Crash func_nerd

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    So I may be just over thinking this or missing something, but I was wondering if there are any hard rules against having more than 2 control points on a single stage of a 3 stage payload map prior to the final? I am in the process of building the second stage of mine and it has gotten a bit long. I have the perfect point for a 2nd CP prior to the final cap of the round, complete with a large door ready to open to act as a faster route there from spawn.

    Is there any reason I shouldn't just got for this? I just want to check before I put the work in and build the rest of the stage around that point only to find out something is wrong with the plan.
     
  2. Leminnes

    aa Leminnes

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    As far as I know, no there is not. You can have as many CPs per stage that you want. You just need to edit the team_control_point_round entities.
     
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  3. tyler

    aa tyler snail prince, master of a ruined tower

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  4. Crash

    aa Crash func_nerd

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    Sounds good, thanks. Just wanted to make sure there wasn't a hard cap or something to the amount that I wasn't think of or something.

    Which is why I specified prior to the final stage. :D
     
  5. tyler

    aa tyler snail prince, master of a ruined tower

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  6. DaBeatzProject

    aa DaBeatzProject

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    You can only have a total of 8 control points in a map, as far as i know!
     
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  7. Crash

    aa Crash func_nerd

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    Ok well then that will work perfect! Thanks!
     
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