Arena mode has confirmed what i've been thinking for a while; territory control would be a lot more fun if the teams were fighting over some neutral ground instead of trying to get through a narrow choke point with half a dozen sentries and a fresh respawn wave on the other side.
To be clear, i am trying to make a territory control map where each round has just 1 control point in the middle that both teams must capture to win the round. I've done some testing and found a couple of problems that i was hoping some more experienced mappers could help with.
1) Once all the rounds have been played once the team that wins the final round gets a point and the map resets. Since there aren't 2 points linked together it never goes back to other rounds until a team owns all the points. I have no idea how to fix this apart from hiding a second point under the map that switches teams based on who won the last round. In theory this would keep the game going until all the points are owned by one team. It doesn't seem like a very elogant solution though.
2) How to ensure that the winning team doesn't have to defend their territory after winning the previous round. If i do end up using the hidden control point then this won't be a problem, but if there is a better fix for the first problem then i would guess that i would have to cahnge the round priorities based on the current owner of the round's related point. Is this possible?
3)How to define the spawn points to use for each round. At the beginning of each round nobody will own the control point and the other points in play won't be linear so i can't use the Associated Control Point keyvalue. I currently have logic relays for each round that enables the desired spawn points at the start of a round and disables them at the end of the round, but this doesn't seem to work as i often spawn in the wrong place.
Any help with any of these problems is appreciated.
To be clear, i am trying to make a territory control map where each round has just 1 control point in the middle that both teams must capture to win the round. I've done some testing and found a couple of problems that i was hoping some more experienced mappers could help with.
1) Once all the rounds have been played once the team that wins the final round gets a point and the map resets. Since there aren't 2 points linked together it never goes back to other rounds until a team owns all the points. I have no idea how to fix this apart from hiding a second point under the map that switches teams based on who won the last round. In theory this would keep the game going until all the points are owned by one team. It doesn't seem like a very elogant solution though.
2) How to ensure that the winning team doesn't have to defend their territory after winning the previous round. If i do end up using the hidden control point then this won't be a problem, but if there is a better fix for the first problem then i would guess that i would have to cahnge the round priorities based on the current owner of the round's related point. Is this possible?
3)How to define the spawn points to use for each round. At the beginning of each round nobody will own the control point and the other points in play won't be linear so i can't use the Associated Control Point keyvalue. I currently have logic relays for each round that enables the desired spawn points at the start of a round and disables them at the end of the round, but this doesn't seem to work as i often spawn in the wrong place.
Any help with any of these problems is appreciated.
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