CTF Transit A5

CTF with delayed capture

  1. Nuke

    Nuke L4: Comfortable Member

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    Transit - CTF with delayed capture

    Located on closed subway station, teams try to steal nifty briefcases. But since it's underground fight, they have to deliver it to outside world!

    Thus the new delayed capture mechanic commences :
    • Instead of bringing their briefcase to yours, you return it to your Capture Point (that is located close to middle area, yet not that far away compared to original briefcase location)
    • Here you have to defend intel in hands of any player for 20 seconds.
    • Afterwards - secure cap as usual.
    Audio and visual cues of "capture" progress and area included. Updated mission briefing as well.

    Plans (aside from balancing):
    • Proper artpass somewhen
    Now here, have some low-quality screens :
    ETA - Nov 9 GMT Evening
    Special thanks :

    wiseguy - Counter used as visual capture progess cue
    @4242 - Repacking (no, seriously, it refused to repack on my PC)
     
    Last edited: Nov 9, 2017
  2. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    okay, from the screenshots alone, i have something for you:

    ctf_transit_a1_15.jpg ctf_transit_a1_16.jpg in both of these shots, something is different, see if you can tell... i think this may be slightly asymmetrical...

    ctf_transit_a1_7.jpg it seems that the box the intel is resting on is made up of 2 boxes, and they aren't entirely flush, with the top box being a little bit off the edge...

    ctf_transit_a1_14.jpg on the left exit, you only need a intelligence sign, you don't need both...

    ctf_transit_a1_3.jpg from the screen shots, it seems that per side, there's only 2 ammopacks, and 1 healthkit... I recommend you add a few more than that, as sparse health and ammo can lead to un-fun gameplay... my personal recommendation is for every 3 healthkits, put 4 ammopacks... either that or a 1:1 ratio...
     
  3. Nuke

    Nuke L4: Comfortable Member

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    Different angles do magic. If you mean texture alignment, it's okay cause both brushes are 272 HU wide on both RED and BLU side
    It's actually a single brush, again, angle screenshot magic :/
    There's door below this camera that leads to intel, that one leads to CP and other way to mid, thus -> 2 signs.
    Don't forget also about.. :
    • Small health, mid health and mid ammo on mid per side
    • Easy to access from almost anywhere in base to respawn room
    • Ammo dropped by players
    Health/ammo ideas were taken from Landfall (and are going to be changed) but it feels like it's a good starting point for now.

    Anyways, tests will tell.
     
  4. Muddy

    Server Staff Muddy Muddy

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    I wonder what the point is in taking screenshots of each area on both RED and BLU sides of the map, when they look exactly the same besides the team colouring.
     
    • Agree Agree x 1
  5. marzgodofwar

    marzgodofwar L1: Registered

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    nice
    nioce
    Nioche (Insert outdated meme here)
     
  6. Muddy

    Server Staff Muddy Muddy

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    nietzsche
     
  7. n8five484

    n8five484 L2: Junior Member

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    ctf_transit_a10012.jpg
    These door don't go down. I'm not sure if this intentional or not.
     
    Last edited: Dec 10, 2016
  8. Nuke

    Nuke L4: Comfortable Member

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    It was but now i realise it's a bad idea. This area is going to be scrapped and rebuild anyways so... Thanks for bringing up anyways.
     
  9. AlexCookie

    aa AlexCookie Suspect of eating cookies alive

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    ooh!
     
    • Agree Agree x 2
  10. Nuke

    Nuke L4: Comfortable Member

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    • Scrapped everything except mid and rebuilt
    • Added more health on not-rebuilt area
    • Added better visual cue (tf_glow) and made audio cue working properly (turned on less, not audible everywhere on map)

    Read the rest of this update entry...
     
  11. Nuke

    Nuke L4: Comfortable Member

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    Last edited: Mar 6, 2017
  12. Nuke

    Nuke L4: Comfortable Member

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  13. Nuke

    Nuke L4: Comfortable Member

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    Logic gone bork on last imp. No idea why. Bork Bork Bork.
    Expect A4 dedicated to make everything on map way more obvious.
     
  14. Nuke

    Nuke L4: Comfortable Member

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    A4 is out soon?

    * Minor layout changes to mid
    * More visual indication to where capture area is
    * More visual indication of capturing itself (slowly opening doors, slightly buggy as of right now)
    * Nobuilt trains on mid
    * Shadow/clipping fixes
    * Decreased time awarded on capture
    * Decreased respawn wave time

    I just need to build cubemaps which bork, apparently.
     
  15. Nuke

    Nuke L4: Comfortable Member

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    Nerco'd (jk)
    • Layout changes to mid/capture area
      • Large glass from mid to capture point area to make transition seamless-er
      • One may climb on trains on middle now
      • Nobuild trains on mid
      • Increased small healthpack to large on top of trains
      • Moved shops around and made area less chokepointy
      • Added leg cover to add stand
    • More visual indication to where capture area is
    • More visual indication of capturing itself (slowly opening doors, slightly buggy as of right now)
    • Shadow/clipping fixes
    • Decreased time awarded on capture from 90s to 60s
    • Decreased respawn wave time from 12s to 10s

    Read the rest of this update entry...
     
  16. Nuke

    Nuke L4: Comfortable Member

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    A5 will be grand as hell.
    Have this fix in meanwhile.

    • Fixed clipping/shadow issues
    • Half-blocked that one f-in sightline across entire mid.
    • Minor quality of life changes in some places to make movement more smooth/easier
    • Removed some of 'confusing' props to help new players
    • Moved spawndoors/spawnpoints and couple of signs to hint players towards capture area instead of intel itself.

    Read the rest of this update entry...
     
  17. Nuke

    Nuke L4: Comfortable Member

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    After like what, 6 full compiles I done it. Some things may be broken as I had to hand-mirror a lot of things, thanks Hammer for cooperation.

    - Moved sewer area
    - Added new "train" capture area
    - Tried to make very clear where to go with a flag (tf_glow active at start of round and it seems to work as I intended it)
    - Several sightline fixes
    - Clipping fixes
    - Old capture area was remade to "resupply" - only one team can go in, change class (that will teleport you back to your spawn by intel area, though), and pickup 1 large ammo/health.
    - Fixed that largeass window on mid

    Read the rest of this update entry...