Custom Game Mode? ✓ "Bite-Sized" Arenas? ✓ Unofficial? ✓ Yep, It's Mappin' Time
RULES/INFO - SUBMISSION - PREFAB
In "Time Attack" both teams fight over a central control point. In each "mini" round, the winning team is rewarded with points based on how quickly the point was captured. First team to reach max score wins.
Rules:
1. Use the provided prefab to create at least one "arena". The logic for three arenas and 1 asymmetrical arena are included by default, but you may have as many or as few as you'd like.
2. Do NOT alter any of the logic entities included in the "Gray" box. This includes the light environment (You may fake the lighting with light_spot). Do not even send inputs to them.
3. DO, feel free to alter any of the logic included in the "Orange" box, but keep the naming scheme and base inputs the same.
Other than this, any other aspects of the map are yours to choose. An arena may be designed in any fashion, reuse layouts, be undetailed, etc.
You are free to add your layouts to map testing, or not.
UPDATE 10/25:
There are now several entities you may send input to with logic. These entities start with @ in their name.
- <tf_logic_cp_timer> (@timer_a)
- <trigger_capture_area> (@area_a)
- <env_fog_controller> (@fog_controller)
- <env_tonemap_controller> (@tonemap_global)
- <tf_gamerules> (@gamerules)
Logic:
* <logic_relay> arena_start_# - Fired when the round starts. Logic for the START of the round can be placed here.
* <logic_relay> arena_end_# - Fired when the round resets. Logic to RESET your arena, if any, can be placed here.
* Setup Door - All doors starting with "setup" are sent an "Open" input 10 seconds after the round starts.
* Shutter Door (As Setup) - Trigger Multiple: Name - "door_trigger", Start Disabled - Yes, Additional Output: OnTouching - <doorname> - Open
Remove an unused Arena
1. Delete the arena's logic.
2. Delete the corresponding OnCase# output from the <logic_case> - _TEMP_arena_chooser
Add an additional Arena
1. Copy an arena's logic (arena_start_#, arena_end_#, spawn_arena_#)
2. Update the names to use a unique #.
3. Update the outputs of the arena_start_# to match the new #.
4. Copy a set of trigger_capture_area, and two prop dynamics from the ORANGE box in SOLIDS mode (top right).
5. In GROUP or OBJECTS mode, select the new trigger_capture_area, and an old trigger_capture_area, then press Ctrl + T and click "Yes" to tie the triggers to the same entity.
6. Add to the <logic_case> - _TEMP_arena_chooser a unique OnCase# pointing to your new arena_start_#
Submission:
The contest BEGINS now and ENDS OCT 31. Late submissions are welcome, but please contact me to let me know.
Guidelines for submission are on the submission thread:
Time Attack! - Submission Thread
Custom Game Mode? ✓ "Bite-Sized" Arenas? ✓ Unofficial? ✓ Yep, It's Mappin' Time RULES/INFO - SUBMISSION - PREFAB Submissions are due Oct 31. Late submissions are welcome. Submission Rules: 1. You will submit your map as a VMF file with the naming scheme ta_username_version. I.E...
tf2maps.net
Other Notes:
* Control Points are faked in this game mode. There is only one true Control Point. It does not matter which you use for a given arena.
* Players respawn, but the "mini" round ends immediately when the point is capped.
* The "Asymmetrical" logic allows for two sets of potential spawn locations. The intention being teams could spawn on either side.
* This is a "For Fun" contest, so don't be afraid to submit literally anything, as long as it's functional.
* If you really do need to alter the GRAY logic for any reason, let me know and we can work out a solution.
Prefab: https://tf2maps.net/downloads/ta_example.14747/
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