Hi everyone,
As you may know, I've been developing a King of the Hill gamemode as seen in TF2 and many other games for CS:GO. Last Sunday we've had a quick playtest on the Mapcore server to see if the mode worked at all or not.
Even though (with some map hassle) the mode worked fine, it was quite obvious I still need to improve it in several areas. That's what I could use some feedback and suggestions for.
The current setup:
- One control point
- 10 seconds per team needed to capture a point
- Capture progress will decay per second if the other team is at the point whilst none of the teammembers that were making capture progress are present on the point
- Once a team has taken control of the point, their timer will start to count down
- First team to reach 00:00 will win the round.
- An env_instructor_hint is abused to display the control point timers and color of the team that is currently in control.
Some things I already have set up but had disabled during the playtest:
- A multiplier to speed up capture/decay progress when multiple people from the same team are on the point
- Using team score to communicate timer progress
Things that could use improvements:
- An extra incentive to capture or defend the point other than possibly winning the match
- Yesterday was set-up using buyzones instead of deathmatch-like buying systems; the only way to gain money was by killing people, hence nobody went for the control point and it turned out to be a massive handgun fight. Depending on the economy settings, it could be an idea that you get cash for capturing a point, cash over time as the timer decreases etc.
- Capture progress status: Currently I spam the chat with a progress indicator per team which looks like "DEBUG: Point capture progress T: 3/10" etc. A better way of communicating to players that they are making capture progress is needed, but how?
- Level design needs to be aimed at CS:GO and the gamemode instead of using maps from other games/gamemodes.
Any feedback is welcome feedback! Feel free to come up with map designs for another playtest round as well, I'll start sharing the script with serious mapmakers if the mode is solid enough, and eventually release it all together to the public.