Mr. Happy Posted June 8, 2012 Report Posted June 8, 2012 a6 version: This map has undergone alot fo revisions and two name changes since I last posted about it here. It now uses the "Special Delivery" game mode. The layout is nearly done, I have a few changes in mind but need it tested some more first. (Below images will always be current) Poopy Joe will ride this rocket to the stars! http://forums.tf2maps.net/downloads.php?do=file&id=5190 =================================original first post follows=============================================================== Late monday night I started a little project I am for now calling KOTF_Bloviation. This is a Capture the Flag/King of the Hill Hybrid map. Gamemode Description ---------------------- Depending on how you look at it I have made fifteen 15 minute prototypes, or one 6 hour prototype. It took a lot of tries to find a variation that works with the TF2 entities without issue. King of the Flag: 1. Take the intel up the hill and run onto a capture point. 2. You immediately gain possesion of the capture point starting your KOTH countdown timer. 3. Intel immediately returns to bottom of hill. 4. Team in possession of CP cannot pick up intel again. 5. When intel is dropped it returns after ten seconds. Will this game mode be fun? Let's find out! I have finished the prototype and designed a layout. I will start building the layout in Hammer after I post this. I have not yet stress tested the logic, hopefully the hackiness does not have issues. I tried to follow the problem/solution/constraint process before drawing or building anything. Hopefully I am doing it correctly. Stated a Problem --------------------- 1. I want to make a TF2 map but I like all game modes and can't choose 2. Want to do something novel. 3. I don't want to commit to a "full size" map such as A/D or 5CP because I am working on a bunch of other stuff too. 4. KOTH is too basic, I have done an Arena/KOTH map and want to do something "more." Solved the Problem (let's hope) ------------------------------- 1. King of the Flag! Combines multiple game modes! 2. I haven't seen this done before. 3. This will be smallish. 3. This is "more" than just a layout, it is "more" than KOTH. Constraints ------------ 1. Small 2. Flag captures a CP to activate KOTH timer 3. After entering flag area, the natural path will be offensive. / retreating will be an unnatural path 4. Finish prototype in 1 night (RESULT: took part of morning too) 5. No new art assets except if needed to convey gamemode Potential Issues ----------------- 1. Confusing 2. Currently winning team could lock the CP down too easily. 3. Bugs in the system? 4. Griefers doing bad things with flag. 5. Attackers could have easy time taking flag through their own territory 6. May not be significantly different from KOTH or Invade to justify it's own existence. ======================================== EDIT 1, same night update. After a couple hours I am ready for bed but not done. Some finegaling that could have waited until after the whole thing was built was done but I nitpick everything, a habit I am trying to break by doing small projects. Quote
Campaignjunkie Posted June 9, 2012 Report Posted June 9, 2012 This has me thinking about other hybrid game modes, e.g. "Capture The Payload" -- one team has to deliver the payload, the other team has to bring their flag to it and capture the payload or something. Quote
KungFuSquirrel Posted June 9, 2012 Report Posted June 9, 2012 Really cool idea, and great post covering it. This has me wanting to go back to a CP/CTF hybrid setup I've been poking at since TF2 released. I'm eager to see how this turns out! Quote
Mr. Happy Posted June 9, 2012 Author Report Posted June 9, 2012 EDIT: This should be in today's TF2maps.net playtest @ 4:00pm CST ----------------------------- Thanks for replying! You should both move forward on those ideas I think I'm glad I could get you thinking CJ, what would capping the payload do? Hmmm...make the cart roll back? I'm curious to know what your hybrid was KFS. You will see how this turns out since I will keep the thread updated! Yesterday I finished building the layout and today I setup the doors, spawns, item placements, fixed leaks and stuff like that and fiddled a little bit. I didn't keep track exactly but I think it was a total of 8-10 hours of pushing buttons to go from first brush to first release, which is pretty slow but I wanted to adjust some hallways and widths and whatnots. >>>> Download at TF2maps.net <<<< >>>> Download at TF2maps.net <<<< Hoping to get this into a test soon. Here is more detail on how it works, the bolded numbers I did not explain before: -------------------------------------------- 1. Pick up the neutral flag 2. Take it through the building and to the CP 3. If there aren't any enemies standing on the CP the flag carrier will insta-cap the CP 4. Defend the CP until your timer runs out! 5. If you are in control of the CP you will not be able to pick up the intel. 6. After the first cap the intel changes from neutral grey to the color of the team that can pick it up. 7. If you take the intel into the hazard striped areas it will drop and immediately return! So don't! 8. The setup gates in the flag area on your side close when you have the CP to make it a bit easier for the attackers. You can still get down there and back out of course. 9. The doors that lead from spawn area to the CP become unlocked when you own the CP. Known Issues: -------------------- Not much of an announcer. A few spots where the walls of the map flicker in and out with sky, shouldn't be too noticeable or a problem though. I'm trying to stop myself from worrying about the finer points of visleafing at this early a stage. >>>> Download at TF2maps.net <<<< ----------------------------------------------------------------------------------------------------------------------------------------------- (Special Thanks to Fr0zen and A Boojum Snark because I use their prefabs for stuff like spawn entities and doors) Quote
ElectroSheep Posted June 12, 2012 Report Posted June 12, 2012 The hardest contraint in your map is to make it quickly understandable i saw a lot of map with exotic gameplay wich most of the people don't like But if it's clear and well made !! Quote
Mr. Happy Posted June 12, 2012 Author Report Posted June 12, 2012 Yes there are some oddities, the "no flag zones" and gating mechanisms were meant to try and stage (or segment?) the usage of each space based on the current state of the gameplay. Being able to observe how people reacted to these without clear signage gave me a baseline for the intelligence/willingness of the average player. The goal was to prevent players "retreating" from being the main path. I am redesigning certain paths so these are not needed, shrinking the map helps alot in that. The playtest was successful: I learned that the logic I setup did not hold up to a full server of people pounding on the flag. Also there were HUD issues (double flag indicators) that did not show up in a local serve. I have found a much much much simpler way to do it! And yes, it was too big, or rather, just inflated with a bunch of hot air. Quote
Mr. Happy Posted June 21, 2012 Author Report Posted June 21, 2012 Ok, spent a day on this (~8 hours) reworking the layout completely. Fell behind my schedule a bit because of modeling and Portal 2 maps. I think it's approaching something decent and will soon be ready for more serious testing and improvement. I shrank it down and the weird/stupid stuff like no flag zones, and per-cap gating has been replaced by more intelligent/flowing layout. It's not a2 yet, as you can see there is no sky or red half, I also need to do the doors, items and a bit of cleanup. But more than that, I need to take my dog for a walk and burn notice is on tonight so I'll probably be releasing alpha-2 tomorrow morning and will give a complete post then. . Quote
Mr. Happy Posted June 24, 2012 Author Report Posted June 24, 2012 At the risk of posting three times in a row, here is alpha 2: >>>> Download at TF2maps.net <<<< It's alot better. Quote
ElectroSheep Posted June 28, 2012 Report Posted June 28, 2012 So what about changing it to the new game mode, it pretty looks like yours ^^ Quote
Mr. Happy Posted June 29, 2012 Author Report Posted June 29, 2012 Yes, I am thinking the new game mode. I am still somewhat attached to having the koth timers as I think that could be fun but it confused people. And with the new entity it may actually work on servers!! But, that is the wrong choice. The right choice is to make it SD because people already know that mode. I redesigned the layout again since last the last test. and am adding in the SD entities now. But this redesign was still meant for the original mode. We will see. Essentially I cut the map in half, the idea being that players could keep the the CP and the Flag in their mind together at the same time. So I am not converting that middle building into a rocket launch pad but it doesnt actually fit so, I dunno, maybe I will add the other half back in. -- Edit: Funny how SD is payload-ctf, nice predicting that CJ Quote
Mr. Happy Posted August 20, 2012 Author Report Posted August 20, 2012 a5b version: This map has undergone alot fo revisions and two name changes since I last posted about it here. It now uses the "Special Delivery" game mode. The layout is nearly done, I have a few changes in mind but need it tested some more first. I need a new name of the map, since I decided not to have the rocket crash but rather to fly to the moon. I was thinking SD_Apollo but there is already a zf_Apollo so Poopy Joe will ride this rocket to the stars! http://forums.tf2maps.net/downloads.php?do=file&id=5190 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.