- Sep 10, 2016
- 602
- 465
sd_nowhere - KOTH with extra steps
SD with three flags and one control point which you use to capture your flags, whereupon the control point becomes neutral and locks itself for 10 seconds.
Plays to 5 captures.
Each team gets one flag that's easy for them to access and the possibility of taking the neutral flag.
You get 5 minutes (+ 75 seconds whenever you capture a flag), and if a team fails to win in that time, the map just stalemates.
No flag-related voice lines and no crits on capture.
Mirrored symmetry out of necessity.
Currently, I have no particular theme in mind, so just decided to set it "nowhere", which means "fairly generic desert alpha-detailing".
I really tried on this one. I spent over a month developing it even before A1, and the only reason I released A1 at all was because I was beginning to drive myself mad through said development cycle and just wanted to see the map played.
Oh, also, if you want me to release a prefab of the control point logic, then reply to this thread and I'll do it.
I created this primarily out of a sudden urge to make "SD but good" which didn't fade even after a month had passed. I chose this specific way of making SD because I thought altering the number of flags you capture each time you capture the point by choosing individually as a player to go down different routes added lots of cool strategy that KOTH didn't have, hence "KOTH with extra steps". The spawns are also split to enforce this - half of the spawns point you towards your team's flag and the other half point you towards the neutral flag, but you can choose to go between either and the middle path towards the point, and rotate between routes in a manner typical to KOTH.
SD with three flags and one control point which you use to capture your flags, whereupon the control point becomes neutral and locks itself for 10 seconds.
Plays to 5 captures.
Each team gets one flag that's easy for them to access and the possibility of taking the neutral flag.
You get 5 minutes (+ 75 seconds whenever you capture a flag), and if a team fails to win in that time, the map just stalemates.
No flag-related voice lines and no crits on capture.
Mirrored symmetry out of necessity.
Currently, I have no particular theme in mind, so just decided to set it "nowhere", which means "fairly generic desert alpha-detailing".
I really tried on this one. I spent over a month developing it even before A1, and the only reason I released A1 at all was because I was beginning to drive myself mad through said development cycle and just wanted to see the map played.
Oh, also, if you want me to release a prefab of the control point logic, then reply to this thread and I'll do it.
I created this primarily out of a sudden urge to make "SD but good" which didn't fade even after a month had passed. I chose this specific way of making SD because I thought altering the number of flags you capture each time you capture the point by choosing individually as a player to go down different routes added lots of cool strategy that KOTH didn't have, hence "KOTH with extra steps". The spawns are also split to enforce this - half of the spawns point you towards your team's flag and the other half point you towards the neutral flag, but you can choose to go between either and the middle path towards the point, and rotate between routes in a manner typical to KOTH.