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Non-Linear Control Points with a Neutral Flag: Help a Noob

Discussion in 'Mapping Questions & Discussion' started by The_Ulf, May 27, 2009.

  1. The_Ulf

    The_Ulf L6: Sharp Member

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    Hi everyone! I'm a newbie on the forums here although I've been visiting for the excellent tutorials for a while now, but I've hit a bit of a wall and could use some help.

    I'm trying to build a non-linear four-point CP map with an alternate scoring system:
    -Teams gain a point every six seconds for each control point they own
    -Players can capture a neutral flag from the middle of the map and bring it back to one of their control points for five points per control point they own
    -The first team to reach 100 points wins

    (all subject to eventual balance, of course)

    Essentially, I'm ripping off World of Warcraft's Eye of the Storm battleground (actually, I guess it's a classic gameplay type - it came from somewhere before WoW but I can't think of it off the top of my head).

    EDIT: Alright, so now I'm taking inspiration from Artesia's awesome cp_confinement proof-of-concept map. I love what they're doing there, but I'm going to shoot for slightly different mechanics for player spawning and point accumulation.

    It's coming along, and you can read along with my progress here, but here are the problems I've run into:


    The Control Points
    :
    The map wants to end when a team captures all four. Right now, the workaround I've implemented is to have a ghost CP hidden outside the playable map that is permanently neutral and doesn't show up in the HUD. If there's a better way to do this please let me know.


    The Flag
    :
    The map also wants to end on any team making three captures. Is there a way to expose the tf_flag_caps_per_round convar and set it to something other than the default 3 within the map (not server-side)?

    That failing, which flag rules variant would you guys recommend for setting up a workaround?


    The Spawn Rooms
    :
    I want to have a spawn room associated with each control point as well as an initial Red and Blu spawn. Once a team has captured a control point, I want them to start spawning at their controlled points and ignore their initial bases (so that gameplay might result in the teams switching sides or ending up in some odd configuration) but revert to their base-spawn if they lose all their control points out on the field. I feel like this one is something obvious that I'm forgetting to properly set up.


    Here's the tiny test map I've been trying to get this all set up in:
    vmf: here
    bsp: here

    Thanks, guys!

    Oh wait - I almost forgot. I also need a better prefix for this than 'cpf.' Is there a pre-existing map-type I ought to just be using? (I was considering calling it 'domf' for it's similarities to 'dom' domination, but that just sounded hilarious out loud) Post suggestions please!
     
    Last edited: May 27, 2009
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Last edited: May 27, 2009
  3. The_Ulf

    The_Ulf L6: Sharp Member

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    Awesome! This is exactly what I needed.
     
  4. Artesia

    Artesia L6: Sharp Member

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    LOL

    Spy's sappin' mah idea....

    yeah I've been working on this since November, you saw my current thread. here's my old old thread http://forums.tf2maps.net/showthread.php?t=4402&highlight=foolsgold

    I'm hesitant to tell you how to fix those things, as they are things I had to solve as well... and well... spy's sappin' mah idea

    but like I said in my other post, my intent has always been to release the entities on completion of my first map, in hopes of creating a new gametype
     
  5. The_Ulf

    The_Ulf L6: Sharp Member

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    Haha, well I wasn't aware of your project when I began but it is certainly the same idea - and seeing as you began earlier and have gotten much farther I'd say credit quite fairly goes to you. Let's get this established as an official gametype, founded by Artesia! What prefix are we giving these?
     
  6. Artesia

    Artesia L6: Sharp Member

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    I originally was going to do eots_ but then decided to keep it something recognizable for now... if valve ever like the gamemode enough to hard code it they would add their own, in the meantime I wanted it to show up on game lists so mine is cp_ but could change... some say it should be dom_ but that isn't very widely used so I've shied away from it. Tags are easy to change so I haven't been worrying about that as much as other things
     
  7. Artesia

    Artesia L6: Sharp Member

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    hey, I'm usually in the tf2maps chat room, I have been idling lately but add me to friends when you see me. I would add you but it says your profile can't load your steam profile
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Yeah, about that, Ulf:
    [​IMG]
     
  9. The_Ulf

    The_Ulf L6: Sharp Member

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    Er, yeah - whoops. Steam can't seem to find my profile, intriguingly enough - but if you search me I come right up. I'm sure I'm just noob'ing something up there, I'll fix that as soon as possible.

    EDIT: Yeah, I got it. Took me long enough to find the right thing. xD

    Anyway, I ask about the prefixes because I'm going to try a couple of builds of the map I'm working on with different gametypes - one of which will be standard, linear "cp_" control point based - and seeing which one it feels best in.

    Haha, I had been considering eots_ for a bit myself, but decided it would be too blatant a throwback to WoW and not have any bearing on the TF2 universe. I like how you've termed the victory points "Production" for clarity - perhaps "prd_"?
     
    Last edited: Jun 1, 2009
  10. Artesia

    Artesia L6: Sharp Member

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    prd_ perhaps in time, if a gametype is successful often the tag or how its refered is known by the first map... etc. Dustbowl embodies attack/defend CP