So, invade CTF is BASICALLY in the game now

Discussion in 'Team Fortress 2 Talk' started by HQDefault, Aug 18, 2015.

  1. HQDefault

    aa HQDefault ...what

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    And this begs the question, how will PASS Time effect the existing invade CTF maps, what's the difference between the 2 gamemodes (namely map design wise), and what can we do to create new PASS maps?
     
  2. 14bit

    aa 14bit L14: Bit Member

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    Here's some basic info on the new entities:
    Link to thread!
     
    Last edited: Aug 18, 2015
  3. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    That is the wrong link.

    With the entities, it looks like you could ad-hoc together some sort of invasion CTF, but the HUD would be the big issue? Maybe? If you don't have the HUD handling entity (passtime_logic) can you still use everything if it's a Pass map?

    I mean, the HUD is the only thing I can see being an issue. Beyond that, everything should still work just as it would, if not better.
     
    Last edited: Aug 18, 2015
  4. Lain

    aa Lain Resident wrong opinion holder

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    The difference? Pass Time is terrible and the map is the worst thing I have ever played (did the new 15y/o intern make that map?). Although I do think it will help with making Invade CTF maps. The speed boost and stuff would really help with pushing past certain areas. Although not being able to have weapons out while holding the ball is dumb
     
  5. 14bit

    aa 14bit L14: Bit Member

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    Fixed it! I mixed up post and thread.
     
  6. 14bit

    aa 14bit L14: Bit Member

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    The issue is that the entity that runs the HUD also runs the ball respawning.
     
  7. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    is there a way to force it with ent templates?
     
  8. 14bit

    aa 14bit L14: Bit Member

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    Sorry, I can't find any useful way to spawn them other than with passtime_logic.
     
  9. Ynders

    aa Ynders absolutely gormful

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    Personally, I would say passtime is BETTER than invade ctf. Passing removes the problem with ctf where only the flag carrier really matters, the buffs on ball pickup remove having to mess around with our own 'buff on pickup' systems, the entity setup in general is about a thousand times simpler, and the gamemode is more easy to understand.

    I do agree that the map still needs work, but it's likely in development, as were the other beta maps when they released.
     
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  10. HQDefault

    aa HQDefault ...what

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    Could you elaborate on your opinion, please? I must've had a better experience with you, because A: I enjoyed it, and B: I didn't find not having weapons equipped be a problem, as long as teamwork happens... in... you know... Team Fortress 2...
     
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  11. Pocket

    aa Pocket func_croc

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    Hmm. Making it so that having the flag turns it into a quasi-escort mode would encourage teammates to participate. I mean, making it hard for the flag carrier to make it in and out in one piece already does that in theory, but in practice only comp players bother with that level of teamwork so it just turns into deathmatch. Straight-up saying "Hey this person is completely helpless" could go a long way towards fixing that.
     
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  12. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I wonder how this would work as a a/d mode like HAARP?
     
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  13. EArkham

    aa EArkham Necromancer

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    I'm wondering how crazy fun this would be if everyone were in bumper cars.

    Does picking up the ball while in a bumper car break you out of the bumper car? Ideally you just couldn't pick it up while in bumper car mode, which could lead to some hilarious Rocket League style maps.
     
  14. tyler

    aa tyler snail prince, master of a ruined tower

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  15. Zed

    aa Zed Certified Most Crunk™

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    What are you, Prestige?
     
  16. worMatty

    aa worMatty Repacking Evangelist

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    It's not really invade CTF. It has some similarities: The objective item is portable and both teams can handle it, each team has a sort of capture area. But there are some fundamental differences between them. Invade flags are team-coloured and only go neutral after a set amount of time after they are dropped. They cannot be immediately intercepted by the enemy team. Invade flag carriers don't lose their primary weapons. The only type of powerup in Invade is parenting a dispenser to the flag. In Pass Time, players are encouraged to pass the ball because of the short amount of invulnerability (continuous passing keeps the up-time on invulnerability higher). And the biggest difference is, you can't throw a flag. They are each distinct enough that we should continue making both separately. Pass Time has not replaced Invade.
     
  17. tyler

    aa tyler snail prince, master of a ruined tower

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    I would say invade has been replaced by virtue of a better system having just been released.
     
  18. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I'm not a fan of the gimmicks in the map or the map itself: but they've implemented the mode well.
     
  19. Tuaam

    Tuaam L6: Sharp Member

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    Just what exactly is Invade ctf?
     
  20. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    Here's a quote from the description for Ynders' map, pass_rift:

    A big thanks to Ynders for this great explanation.
     
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    Last edited: Aug 23, 2015