New CP prototype
Better post this before I forget about it. (And please say this is the right place to put this)
I had an idea a while ago for a new game mode using control points but I never got round to making a working prototype, but now I have. Currently it's probably unbalanced and maybe a little confusing. So I'm going to try and explain the basics.
First of all the map is set out similar to that of a plr map. Teams spawn at right angles to the playing field. The last round of plr_pipeline is a good example. This is what I mean:
To help make the game mode less confusing, I've added doors separating each capture point from the spawns (except cp1) and each capture point from each other. This means that each team is forced towards the first capture point. Door locations are here:
Here are some basic rules of the game mode which may be changed due to game play/balance issues:
- Any number of Control points can be used (3+ recommended)
- All control points are neutral to start with
- Only one control point is unlocked to begin
- When a control point is captured by one team, the next control point is opened BUT the last one is still available for capture
- If a control point is captured twice (each team captures it once) it is then disabled
One of the features I've implemented to reward the team that captures points is easier access to the next control point. This is where the doors come in. (The diagrams above will be used here.) Though the above example is quite extreme as it would most likely give the team capturing points a major advantage, it shows the basic concept.
Say Red captures CP1, what happens?
- CP2 becomes unlocked
- Door A opens
- Door C opens
As you can see, both teams now have access to CP2 but Red has a more direct route there as they capture CP1. If Blu was to then capture CP1, door E would also open, giving Blu the same advantage. This is why there is an incentive for Red to also stay at CP1, to stop Blu getting the same advantage.
But if Red capped CP1 and Blu didn't, Blu could still sneak through, cap CP2 and get the advantage on the final Cap. This shows that there could be a lot of variation in the way the game is played making it fairly unique each time. But if one team is much better than the other, they could storm through the game very quickly with little opposition.
Also seeing as CP maps usually have a HUD going from left to right due to the fact you are fighting towards bases, I rearranged it a little (shown as default with no points captured on a 3cp map):
If you're interested in having a look at the map in game or in hammer, here's a link to the files:
http://dl.dropbox.com/u/3485494/mapsrc.zip
You may notice that if you play the map, some of the lights are off. This is just another aid to point players in the right direction, aim for the light! (Lights turn on if control point next to them is unlocked)
Also sorry for the bad mapping. I didn't take much care in stuff that wasn't heavily related to the game mode.
Thanks for reading this! I'll be happy to answer any questions you may have.
If you want to use this concept in a map you're making, please give me credit and perhaps show me it!