SD/CP Bombing Run [open]

Discussion in 'Orphaned Maps Repository' started by so-and-so, Jun 29, 2015.

  1. so-and-so

    so-and-so L1: Registered

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    This is asymmetrical attack/defend gameplay, with 3 mobile bombs (flags) that get carried through the map. It's sequential, each destroyed target unlocks the next bomb to push further into the enemy base. It's using the bombs the robots are carrying in MVM.

    Red team defends
    Blu team has 3 bombs that players carry into the Red base

    All the game logic is setup and works great, has some pretty cool explosion effects already done as well. When a target is destroyed there are waypoints that appear so the bomb carriers can find their next target.

    This is a box map with all the entities and triggers working and ready to go. It takes 2sec to compile, should be pretty fun to play with.

    Would love to see a map using this gameplay!! Someone finish this because I'm a super lazy tf2 mapper :D

    xoxo
     
  2. Narpas

    aa Narpas Failing at Scaling

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    Hmm. I might do something with this. I think that the prefix br_ for bombing run would fit better than sd_ or cp_, though.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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    How is this different from a/d CTF, other than that you added particles and special signs?
     
  4. Narpas

    aa Narpas Failing at Scaling

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    Doesn't really seem much different from what I can tell.

    Anyway, on to some feedback. It is going to be really hard for RED to defend. It's like a cp map where you only need one person to cap a point, and they cap it instantly. You only need to touch the capture zone to capture it, so you can get killed by the defense, but still easily capture. The fact that the bomb never resets only makes this worse. Too add to this, RED doesn't have as much time to prepare to defend the next point as a standard cp, because of the instant cap, so a scout could easily capture a point right after the previous was.

    How I would fix these problems is to 1) have the bomb reset after a given amount of time (probably 30-45 seconds); and 2) Have each capture point need to be bombed multiple times, say 3 or 4. This would also make having multiple bombs and/or capture points at a time (a la gravelpit) much easier to play.

    Now here are a few bugs about the map/prefab. Once the alarms have been triggered by the bomb carrier, they keep going off, even if the bomb exits the trigger area. This can get annoying. Also, the bomb is randomly dropped near the right side of the second capture area.

    Finally, some thoughts on stage design for the gamemode. Flanks are going to be a lot more powerful than usual for BLU, and chokes are going to be equally more powerful for RED. A map designer would have to design with this in mind.
     
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  5. so-and-so

    so-and-so L1: Registered

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    Yeah, maybe it's not too different. I hop in and out of TF2 every couple of years, don't remember playing any maps like this before.. so I thought it might be a new idea D:

    Great comments on all counts. It would be really hard to defend because of the instant cap, and those are some good solutions. It might be super interesting to bomb a target multiple times, so each bomb destroys maybe 1/3 of the target as a whole. Show the target broken out visually into obviously separate distinct pieces. Sort of arcade style when you fight a boss I guess... first break through larger pieces of armor, then move into a more difficult area to reach inside, to trigger the actual point cap. Eh maybe.

    And yeah, was also originally thinking that Red would need to have clear advantages of defense with chokepoints in the design, surrounding each target. BLU has to push through a really tough chokepoint just to get to the target. Which is why the bomb would stay on the ground, otherwise it might be too hard for BLU if it kept resetting and losing the ground they took. Could also use a delay on when the next bomb becomes available for pickup, so RED gets a breather to fallback to the next point to rebuild defense.

    Anyways, glad to see it sparked a bit of interest with someone!