Discussion in 'Mapping Questions & Discussion' started by GregoryTheGamer1112, Jul 4, 2016.
So yeah i made this concept any help would be nice.
That is a pretty interesting idea for a game mode! The KOTH hud could work if it was modified a little, too.
In my opinion, once in the meltdown phase the timer should be at maybe 40 seconds with a 10 second cap time- once meltdown is over (team caps or back), the timer should be set back to 40 seconds. This makes it so not only do you need to capture the enemy's point, but you have to stop them from capping it back more valiantly. In your version it would be too easy to just cap, drain enemy time, flee, and repeat. Hopefully you get what I mean by that. Hard pushes are my favorite thing in tf2, so it would be cool to see that!
I think this could work, but the map you used for the demonstration looks very large, which might mean no points ever get capped. The points are right outside the spawns, and the enemy has to run for a REALLY long time to get to the other side (with no forward spawns too, i'm guessing) so the points will be far too easy to defend. The map you make for this gamemode should be smaller, like the size of a koth map, or else the game may not move out of a stalemate. It will be cool to see where this goes.
as for the map. it's just a test and the real map will have a different design.
As I said in a chat message, The trigger_capture_area should send an output to the timer once it is captured and stop the timer on the team that recaptures their base.
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