Now for an alternative to Sudden Death!

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
This map isn't an real map, just a demo of my attempts to implement a new scoring method into CP games.

Basically each team has a counter. When you cap a control point, that control point adds 1 point (the scoring kind) to your counter every 5 seconds. Naturally, the more points you own, the faster your team's counter goes up, and the first team to reach 100 points wins.

Of course you can still win the usual way of capturing all the control points.

I've also set it up so a message is displayed for every 5 points a team gets, so you know how close to victory you are. It's not as ideal as a real time HUD element would be, but it works.

The attachment will have both the BSP and the VMF files.

http://students.uww.edu/RodenJA10/dom_box2.zip
 
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[Ht]Ons

Dude this is awesome. Just what i was lookin for! Thanks for sharing. Now just need to figure out how to add flags to trigger the cps hehe.

-[Ht]Ons
 
A

Alexforcefive

That's a really good idea, I think I'll steal it some time ;D
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
[Ht said:
Ons ]
Dude this is awesome. Just what i was lookin for! Thanks for sharing. Now just need to figure out how to add flags to trigger the cps hehe.

-[Ht]Ons
Try making a trigger with an output of * SetOwner

<integer> Sets the owner of the entity. (0 = none, 2 = red, 3 = blu)

to your favorite team_control_point
 
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[Ht]Ons

thats what i got going but i keep getting bad type errors. Wait, do i put the # in the parameters section?
 
D

Daedalus

Wow, that's great!

And the meter ... just blows my mind. Great work!
 
D

douchies

Hi mate,

can I get permission to use this in my map?

Please let me know! :)
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
^^ok.

In other news, instead of working on a real map, I've been toying around with new types of map objectives.

In this map, I'm addressing the issue of teams sitting back in their base during sudden death until the timer goes off. When Sudden Death starts, a wall of flames starts pushing toward the center from each end of the map. This forces teams to push toward eachother's killing zone lest they die anyway in the flames.

Unfortunately, with the firewall going, the entire focus is on killing the other guys rather than capturing all the points since they'll become unreachable. But it could be addressed by making a team filter for the hurt zones. Who knows?

I also put in a breakable wall objective whose health is reset to 500 every half second. Thusly, the only way to break it is with a weapon that does 500 damage in less than .5 seconds. In case you didn't know, the wall has an icon of a stickybomb on it. Unfortunately stickies won't actually stiuck to it, so you have to shoot at the corners.

Another neat thing I found out is that if you set a teamflag to neutral, it functions like the soccer ball in Push.

http://students.uww.edu/RodenJA10/cp_firewall.zip
 
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douchies

Nice ideas! Very innovative! :D

I too noticed that the flag then works like in push. I can't remember though: Can the capture zones be set so blue cannot score in the red capture zone?

It is possible, right?
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
I had an add after noticing something about the flag enity. Since there is an option to set it to "any", I thought a fun game might be to have a neutral "flag" somewhere on the map (perhaps spawning at a random location out of a set of possible locations) that each team has to try to get to first and then get back to certain spot in their base, or perhaps someplace in the enemy base.
 
D

douchies

I think for that purpose you could just set the flag mode to "Territory Control" and set up different rounds, if I am not mistaken!

Good idea! ;)
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
Unfortunately, with the firewall going, the entire focus is on killing the other guys rather than capturing all the points since they'll become unreachable. But it could be addressed by making a team filter for the hurt zones. Who knows?

An interesting Idea, but I have a few suggestions.

  • Could you make it so the firewall does not start until there is only 1 minute left? That way it gives people a chance to capture points at least.
  • Maybe make a warning sound and a countdown for about 15 seconds before the firewall starts moving.
  • In sudden death usually its not about capturing the points but just about killing the other team so I don't think that is a huge deal.
  • My favorite class so far is engineer and in a Sudden Death round a good defensive position can help you win against an attacking mob, so I have mixed feelings about this system, I think with the delay of the firewall and if the people knew the firewall was coming they could at least build their defenses further forward thus increasing the chances they will meet with opposing forces and if it really comes down to the last minute you shouldnt be camping anymore but instead trying to just kill the other team.
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
Unfortunately, with the firewall going, the entire focus is on killing the other guys rather than capturing all the points since they'll become unreachable. But it could be addressed by making a team filter for the hurt zones. Who knows?

An interesting Idea, but I have a few suggestions.

  • Could you make it so the firewall does not start until there is only 1 minute left? That way it gives people a chance to capture points at least.
  • Maybe make a warning sound and a countdown for about 15 seconds before the firewall starts moving.
  • In sudden death usually its not about capturing the points but just about killing the other team so I don't think that is a huge deal.
My favorite class so far is engineer and in a Sudden Death round a good defensive position can help you win against an attacking mob, so I have mixed feelings about this system, I think with the delay of the firewall and if the people knew the firewall was coming they could at least build their defenses further forward thus increasing the chances they will meet with opposing forces and if it really comes down to the last minute you shouldnt be camping anymore but instead trying to just kill the other team.
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
Alright, just put up another sudden death alternative idea, rather than working on my real maps :p

In this one, when the timer runs out, you get sort of a fake sudden death. Here, you can repawn, but every time someone on your team dies, your respawn timer goes up by a second. In theory, the better team will eventually work up enough of an advantage in respawn times to finish the match. Hopefully this will happen before everyone has to start waiting 60 seconds or more to respawn.

http://tf2maps.net/downloads.php?do=file&id=125
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
Alright, just put up another sudden death alternative idea, rather than working on my real maps :p

In this one, when the timer runs out, you get sort of a fake sudden death. Here, you can repawn, but every time someone on your team dies, your respawn timer goes up by a second. In theory, the better team will eventually work up enough of an advantage in respawn times to finish the match. Hopefully this will happen before everyone has to start waiting 60 seconds or more to respawn.

http://tf2maps.net/downloads.php?do=file&id=125


That sounds fricken awesome.
 

fartron

L1: Registered
Jan 27, 2008
45
11
I also put in a breakable wall objective whose health is reset to 500 every half second. Thusly, the only way to break it is with a weapon that does 500 damage in less than .5 seconds. In case you didn't know, the wall has an icon of a stickybomb on it. Unfortunately stickies won't actually stiuck to it, so you have to shoot at the corners.


I like it.. basically re-implement demopacks.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Blade, I dub thee "Master of Game Modes." Use your title for good, not evil.