Spoiler: dumb lore Redmond and Blutarch are at it again, and this time their logging companies Wood Good Inc. and Binksi Logging Co. are endlessly one-upping each other in lumber production. As each tries to outdo the other, trees are rapidly disappearing from the U.S, and both companies are given an official notice by a those disgusting hippies at the Global Resource Network to stop their deforestation of the country at once. Lucky for them, the notices didn't say anything about South America. Both companies make plans to move their operations to the Yucatan, unaware that their rival is doing the same... Logging has commenced in a remote jungle, far away from smelly hippies, but much to the loggers' surprise, these rainforests hold more than plain old trees. There's also piles of really old rocks! Building-shaped rocks, no less! These artifacts should fetch a fair chunk of change back at home, change that could be used to further extend tree-cutting capability. As the logging operations evolve into archaeological expeditions, Wood Good Inc. is astonished to find that those bastards from Binksi Logging are right in their backyard! This means war. Welcome to CTF_RIFT! In this hybrid "Invade CTF" gamemode, pick up the bomb from the middle of the map and take it to the enemy side in order to destroy their pyramid. Originally made for the Winter 2014 72hr Mapping contest. Thanks: EArkham for coloured khmer stone brick textures and stelae/broken face props squintik for jungle skycards heyo for other jungle skycards Bulletcrops Pack for blimp and "Wood Good" signs Mayann Pack for pottery models Wormatty for the MvM response prefab UEAKCrash for providing alternate testing on the HoNC server MegaPieMan for the custom announcer lines Muddy for help with said voicelines And of course everyone at tf2maps.net for playing the map and giving feedback, as well as organizing the 72hr contest that made it possible!
Map was made by Ynders, therefore it is automatically bad. In all seriousness though, I'm glad you're working on this one. I quite liked it.
what nobody told me about this EDIT: Spacer.jpg, from http://blacklabelsociety.com/home/wp-content/uploads/2014/01/spacer.jpg... Seems legit.
I most likely won't be working on this map anymore, so if you want to adopt it, send me a reply or a message or something. In fact, I'm probably going to take a break from mapping in general for a while, and maybe I'll make a good map when I return.
Hi, Ynders. I was concerned about the confusion that could be caused by not knowing what was going on, coupled with the two-second capture time of the bomb. So I thought I would have a faff around in Hammer to see if I could get the defending team to say MvM bomb responses. I was able to get it to work eventually. I made a test map. What happens is, when a player spawns he gets AddOutput > targetname redplayer/blueplayer and also Addcontext > IsMvMDefender:1. Then I coloured part of the map red and part blue and put a trigger brush over each. I gave them and the intelligence some outputs: OnTrigger/StartTouch > red/blueplayer > Speakresponseconcept > TLK_MVM_FIRST_BOMB_PICKUP or TLK_MVM_BOMB_PICKUP. I gave the intel an OnDropped output and a couple of relays to make each defending team say that the bomb has been dropped, using concept TLK_MVM_BOMB_DROPPED. The response rules for each concept give them a five percent chance to be spoken, so you don't need to worry about voice command spam. You can download the VMF here. Spawn as a red player and then spawn a bunch of bots in the console (spam 'bot' 23 times). Wait for them to say the round start lines, then pick up the intel. Stand on the spot dropping it and picking it up again for a bit. Then take it to the blue area and wait there for a bit. Every five seconds it will send the concept output to the blue team. The triggers for red and blue are different, and have different outputs because I was experimenting with func_flag_alert and func_flagdetectionzone. Each has pros and cons and neither was perfect for what you said you wanted to happen during the play test recently. You could get it working exactly the way you want with more logic but I didn't do that because it was outside the scope of my proof of concept. I hope this is of use to you.
I'm taking a break from this map (again) if anyone cares. Lately I've been feeling like every time I change something, it makes the map worse, and it's been causing me more stress than fun, so I'm just putting it on the backburner until I feel ready to continue.