- Oct 19, 2017
- 119
- 10
On a scale of one to ten with ten being hardest, how easy would it be to make a map with five KOTH points that activate one by one when the previous is timed down. The team who captures the most of the five wins.
The problem is going to be the UI. Only the KOTH UI has two timers (using the hard coded names "zz_red_koth_timer" and "zz_blue_koth_timer")... and the tf_logic_koth entity ends the round if either hits 0:00.This would be awesome, if we have little mini timers for each point
completely new gamemode, with overhauled UI and everything?The problem is going to be the UI. Only the KOTH UI has two timers (using the hard coded names "zz_red_koth_timer" and "zz_blue_koth_timer")... and the tf_logic_koth entity ends the round if either hits 0:00.
How are you going to get this UI to clients? They ignore any UI elements packed into maps.completely new gamemode, with overhauled UI and everything?
I've had this idea for a bit, but couldn't you make a custom sort of thing, where once two or more people from a team went on the point, it sealed the point off from the world, and the timer went down. at this point, the other one opens up ready for capture. it would mean the team has to sacrifice two people temporarily to advance, and custom props in the sky could be used, so you look up to see progress. A red would mean red team, blue would be for blue team, grey is neutral and brown+team colour is in-progress capture. if there is any opposing team on a captured point, it won't capture, and if either players suicide, then it stops the cap. there are 3 points, all 3 have to be captured at once to win. Hope this dodgy idea makes senseHow are you going to get this UI to clients? They ignore any UI elements packed into maps.
Edit: I mean, you can fake it using one of the game_text entities, but it's not going to look that great.