- Apr 13, 2009
- 728
- 309
For those who have played it, this is my map formerly known as [ame="http://forums.tf2maps.net/showthread.php?p=71170#post71170"]goo_refinery[/ame]. I kinda dropped the team-colored goo idea along the line for it would have been tedious to realize properly. I'm happy with the current name so it will probably stay.
How it plays :
This map features 3 control points. Both teams have a fixed respawn and must try to capture and hold cps for as long as they can.
Control points become available for capture 30 seconds after the round begins.
As soon as one team holds 2 out of 3 cps, its timer starts counting down. The other team can of course revert this by capturing 2 cps. First team to 0:00 wins the round as usual.
Credits :
TheBladeRoden's domination prefab, for inspiration, though my entity setup is different (no jail, spawns are not entirely tied to CPs). It was still very helpful to get me started.
This map includes Icarus' take on [ame="http://forums.tf2maps.net/showthread.php?t=6612"]Artesia's lettered CP holograms.[/ame] Thanks to them.
Alpha 5 detailed changelog :
*changed name and hud to koth. The basic idea remains the same but it works slighly differently. Now it's all or nothing : if a team owns at least 2 control points, their timer decreases. Capturing the third cp brings no noticeable advantage (except making it less likely for the other team to come back).
*removed setup timer : the points are now locked for 30 seconds after the round start like on any vanilla koth map.
*no more forward respawns : it seemed to give too much of an advantage to the winning team. The resupply rooms remain there, though, and have been expanded.
*removed connections between A, B and C that were neither in plain sight of the control point or behind a respawnroom_visualizer. This is supposed to entice players not to venture too far from the control points and not to attack control points from where the other team is supposed to come...
*Yet another layout change on C. Hopefully more interesting.
*a bit more detail, experimenting with stuff, still some work to do on that level
How it plays :
This map features 3 control points. Both teams have a fixed respawn and must try to capture and hold cps for as long as they can.
Control points become available for capture 30 seconds after the round begins.
As soon as one team holds 2 out of 3 cps, its timer starts counting down. The other team can of course revert this by capturing 2 cps. First team to 0:00 wins the round as usual.
Credits :
TheBladeRoden's domination prefab, for inspiration, though my entity setup is different (no jail, spawns are not entirely tied to CPs). It was still very helpful to get me started.
This map includes Icarus' take on [ame="http://forums.tf2maps.net/showthread.php?t=6612"]Artesia's lettered CP holograms.[/ame] Thanks to them.
Alpha 5 detailed changelog :
*changed name and hud to koth. The basic idea remains the same but it works slighly differently. Now it's all or nothing : if a team owns at least 2 control points, their timer decreases. Capturing the third cp brings no noticeable advantage (except making it less likely for the other team to come back).
*removed setup timer : the points are now locked for 30 seconds after the round start like on any vanilla koth map.
*no more forward respawns : it seemed to give too much of an advantage to the winning team. The resupply rooms remain there, though, and have been expanded.
*removed connections between A, B and C that were neither in plain sight of the control point or behind a respawnroom_visualizer. This is supposed to entice players not to venture too far from the control points and not to attack control points from where the other team is supposed to come...
*Yet another layout change on C. Hopefully more interesting.
*a bit more detail, experimenting with stuff, still some work to do on that level
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