Time Attack! - Unofficial Layout Contest

Aug 26, 2016
137
101
time attack.png

Custom Game Mode? ✓ "Bite-Sized" Arenas? ✓ Unofficial? ✓ Yep, It's Mappin' Time
RULES/INFO - SUBMISSION - PREFAB
You are tasked with creating one or more "arena"s for "Time Attack", a custom game mode developed for the 23rd Microcontest "Timer Attack".

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)
Make sure to update your logic to what's in this prefab if you plan on targeting any of these with inputs. Do no target the old names. Do not otherwise alter these entities. If you change a key value with AddOutput, do so in an arena_start_# and RESET the value to default in the matching arena_end_#

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:

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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Aug 26, 2016
137
101
Does altering the control point's capture time count as modifying an entity in the grey box? Technically, it's in both boxes.

You may use AddOutput to adjust the capture time in an arena_start. Just make sure to reset it in the matching arena_end.

However, you must add an @ before the capture area's name. I.E. Trigger - @area_a - AddOutput

If you need to test your layout, add this @ to the actual capture area's name as well. I will update the prefab to include this by default.
 
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