transmission

CTF transmission a2

I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
transmission - Trying out my own version of invade ctf

Pretty basic layout I think, but the mode is custom so I wanted a good testbed for it. Took some inspiration from pass_gigantic by @14bit - I also got some tips from him.

Since the map is small and the layout quite simple, I thought I'd make it nice and shiny with a neat aesthetic in the bases and a cool weanie in the middle.

The gamemode is a mix between 3cp and invade. I did some thinking and I came to a hypothesis that invade could potentially fix some of the shortcomings of 3cp. So this is what I've arrived to. Have fun.
 

I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
Quick update.

Forgot to add non-default respawntimes. So I've added some that will hopefully be good. 4 seconds for when the mid can be capped, 4 seconds for attackers, 8 seconds for defenders.

I also forgot to make my ambient_generics around the computers play. So now they'll do da bleepy bloop.

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I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
Mainly an update on the gamemode this time round.

Added a custom soundscript file and attached lots of in-game actions to it.
  • Picking up the flag.
  • Dropping the flag.
  • All the CP behaviour you'd normally get in CP-based game modes.
  • The suitcase being ready.
  • The suitcase being returned.
Points now also make all the noises associated with capping them.

Removed the hut.
Added some more team-colouring.
Moved back the spawns so that players use more routes.
Made the CP position more central so that players split up a wee bit more around mid.
Added some windows into the highground so you can see what's going on in it from yet more places.
Added a balcony on the other side of the window in the highground so that you can coordinate pushes easier and have somewhere to be on the other side of that small doorway.
Fixed the rocks not being properly mirrored.

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