siege_grove

siege_grove a6e

Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,346
561
siege_grove - Totally copied from Paladins

Siege mode is basically, you fight over a control point; whoever gets the point (by getting the most cap time) gets 1 score point, and then a payload cart spawns where you have to push to the enemy's base for another chance to score.

This map is just an experiment, I don't have much intention to actually detail it however I want to use a known good layout from the game Paladins, with it's signature Siege mode, and see how it plays in TF2.

This map is almost a complete layout copy of https://paladins.gamepedia.com/Warder's_Gate with some changes to make it TF2 friendly such as no flying crystal, a few ramps and some scaling changes.

Making use of this siege prefab: https://tf2maps.net/downloads/siege-gamemode.2943/
 

Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,346
561
Layout
  • Moved the tree out of tree room, make the room more breathable
  • Moved the pillar from the underpass over a bit
  • Leveled the underpass
  • Added a tree to block the sniper sightline
  • Extended the left side flank route out of spawn
  • Minor rework of last area to give engineer viability
  • Added fence to block long sightline on last right platform
  • Lowered shed from behind spawn to allow all classes to be able to jump onto it
  • Added a small lip outside the mid buildings
  • Moved the shipping container away from treehouse, added rotation to it
  • Raised the far left spawn door to be such that it's a 1 way door

Game Logic
  • Complete revamp of game logic from scratch
  • Added sound overrides of the "chimes" that happen when you cap mid; these should be muted now
  • Added sound cues for
    • point starts being capped
    • point is contested (both teams on it at once)
    • point is captured; and cart spawns
    • direction at beginning of round
  • Respawn times are much longer
    • Both teams get 6 second spawn times
    • Team who loses the control point will get 8 second time
  • Added logic to teleport player above the cart when the cart spawns if they are directly on point
    • This does not affect sticky bombs
    • Engineer is already not able to build on the point so this is a non-issue

Gameplay
  • Fixed area by cliff where you could hide a teleporter and sloppy displacements
  • Added more clipping to rocks and trees
  • Mid cap time of mid is now 2 points / second
  • Mid cap time is statically set to 150
  • Payload cap time is set to 5 minutes
  • Fixed issue where cart was teleporting players above it
  • Fixed issue where cart would get players stuck in the world
  • Added an additional mini-health by the right platform outside the treehouse
  • Shrank cap zone for mid, added indicators to show where cap is possible

Aesthetics
  • Added soundscapes all around
  • Added cubemaps all around

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Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,346
561
Layout
  • Defined a choke point for pushing into last; this cuts viz and crazy sightlines
  • Reduced flank route on mid to have to go through the mid builings, also reducing crazy sightlines
  • Turned the underpass underpoint into an S, also reduces sightlines and makes it more of a commitment to go through
  • Added a "cliff" side that connects to flank
  • Mirrored the last area to not introduce another crazy sightline through choke
Game Logic
  • Set respawn wave timers to take longer when you lose the point and are defending
Gameplay
  • Moved all the health packs around to accomdate the new layout changes
Aesthetics
  • More cubemaps
  • Added several info observer points

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lossyinput

L1: Registered
Sep 23, 2020
22
4
Damn, this looks really cool. I've always liked this mode in Paladins, so hopefully it plays well in TF2. Definitely looking forward to this one in the next playtest.

I do have to say though that I think you'd be better off making a layout from the ground up with TF2 in mind rather than just using one from a game as radically different from TF as Paladins. Have to see how it plays first-hand though to be sure of that.
 
Last edited:

Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,346
561
Damn, this looks really cool. I've always liked this mode in Paladins, so hopefully it plays well in TF2. Definitely looking forward to this one in the next playtest.

I do have to say though that I think you'd be better off making a layout from the ground up with TF2 in mind rather than just using one from a game as radically different from TF as Paladins. Have to see how it plays first-hand though to be sure of that.

I did do some private playtests with comp players and they went reasonably well; it was def fun, but def needed some changes.
This latest version is a significant departure from the Paladins map i originally based it on.
 

Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,346
561
Layout
  • None
Game Logic
  • Fixed issue where teams got cap voice lines spammed at them
  • Figured out how to enable overtime in payload time and allow the round win to not stalemate
  • Added custom PD hud res file to better focus the hud on the gameplay
  • Added a env_screenoverlay driven PL hud
Gameplay
  • Change flank health packs from small to medium
  • Capture time for the control point set to 100; allowing me to put a % on the screen
Aesthetics
  • Used instance'd lightining entities for consistant light style and colors
Known Issues
  • Payload cart will sometimes get players stuck in it
  • While fighting the point, you can occasionally spectate the cart out of bounds
  • Payload cart glow visible at all times
  • When the round restarts; all env_screenoverlay's must be cleared before the round otherwise they will always show
    • This should be fixed and working correctly, however there may be game configurations that this condition can occur
  • Sometimes the custom sounds cause the game to crash because it can't load certain VO's
    • this may only be an issue for me; but clearing out sound.cache files seems to fix it

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Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,346
561
Layout
  • Removed "s" route between last and point, turned it into a balcony
  • Added a large diagonal wall to cut the area behind point in half to create a "soft-choke"
  • Shrank the side of the cave to allow more space for fights in the area
  • Added a larger barrel prop to right room on last to block the spawn sightline
  • Added some more props to have less flat terrain
  • Extended the wall from the mid-side buildings to allow for a safer area
Game Logic
  • Fixed issue where red got cap voice lines spammed at them; but for real this time
Gameplay
  • Added a mini ammo pack near the control point
  • Added an arrow sign since rolling out left you will no longer have the point cross your field of view directly
  • Spawn window now fully opaque from outside
Aesthetics
  • Changed the skybox and env settings to match pl borneo
  • Added a few trees to the map to give a more jungle vibe
  • Added a cool middle control point base
  • Jungle soundscape
  • More instanced lighting
  • Added 2 extra payload cart tracks directly from the point
  • Different ground and rock wall textures to match the jungle / temple vibe
Other Notes
  • Choosing not to clip off the top of the diag wall, want to see if this is overpowered or not
  • Unsure how to properly clip the trees. Chose to clip them all the way to the sky box in most cases with block bullets a bit lower
  • Should the back door of balcony be a door that only opens for you if the point is capped?
    • I want to prevent that door from being able to snipe the spawn door maybe

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Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,346
561
Layout
  • Moved spawn back.
  • Small transition so there is space between the last area and spawn, much like on a cp map
  • Added props to last area to add some height variation and cover
  • Foward spawns
Game Logic
  • Added logic for koth round and koth overtime
  • Removed ability to capture the point while Ubered, Invis and Disguised.
    • Only stops you from capping if you enter the trigger while already with one of these conditions
    • If you're on the point, then activate one of these you can still cap
  • Set origins of func tracktrain to be precise
  • Moved payload carts into playable space
  • Payload carts no longer show glow outline when not in use (thanks Ken)
  • You can no longer spectate the cart out of bounds
Gameplay
  • Timer added to koth part of map to encourage a team to attack the point
  • Fixed Red's second func respawn room assigned to incorrect team
Aesthetics
  • Boost lighting under the control point
Performance
  • Using a more optimized skybox instead of a diaper
  • Fast optimization pass with area portals
  • Standard func_detail door frame used to frame up all doorways

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