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Posted (edited)

I've hinted it earlier in the WIP topic; one of the projects I'm currently working on is a capture the flag game mode for CS:GO. This game mode will only use entities in Hammer, no vscripts or plugins are involved. The main gameplay is based on a CTF example made by TopHatWaffle for CSS, which I adjusted/improved here and there whilst making it fit for CS:GO.

 

The point in my map is showing the community that it's relatively easy to introduce new (and fun) game modes to CS:GO without it needing to be one of the minigames/zombie etc. where people claim its just for fun and requires no skill/tactic. I've picked the best map ever for CTF in my opinion, FacingWorlds from Unreal Tournament 99.

 

The gameplay is pretty much done at the moment and I'm getting it ready for playtesting. It features respawning weapons / armor / healthkits as seen in UT99 as well.

 

My main issue at the moment is starting to polish, I've added some extra detail to the main towers since my last post, but I am terribly perfectionistic when it comes to texturing, and cannot seem to find anything that satisfies me, even when the main point of this map is not graphical awesomeness. Any tips/help regarding texturing is greatly appreciated.

 

How it stands at the moment;

2013_09_19_00013.jpg

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2013_09_19_00004.jpg
2013_09_19_00007.jpg
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2013_09_19_00009.jpg
2013_09_19_00012.jpg
 

Again, any help regarding texturing is welcome!

Edited by Spherix
Posted

Hi there Spherix!

It's nice to see someone trying to bring new things into CS! 

I don't know if you have playtested this map yet but I have a feel that it will not play out as well as it did in Unreal because these two games are very different in terms of both pacing and mechanics. Counter-strike is a lot about taking cover and if you look at this level there is not  much cover at all, it's all open areas which could make long-distance weapons way too powerful.

However, it may play out okey anyway, only playtesting will prove it. Just don't be afraid to derive from the original map and make changes to make it play better.

Posted

That's perhaps the habits of CS players that they demand cover; the long distance weapons such as the scout and AWP have longer respawn times than the other weapons and are featured with limited ammo. Playtesting will have to prove if this needs changes or not indeed.

 

The map itself is easily recognizable by many people, hence I chose it instead of creating a new map. I'm working on another new gameplay project that is far more advanced than the CTF; that one will launch with custom map(s)/content etc. Hence I'm saving the effort a little here by choosing a map that players can identify with easily, helping the acceptance/attention for such new gameplay.

Posted

hell, lets playtest this hottie then and we'll see if it plays well! and if you have the right settings on the server it might be real fun, thinking about sv_gravity 200 and host_timescale 2 or sumthin' like that.

Posted

I'm all up for playtesting this! It does indeed seem like it lacks some cover, but who knows how it plays. Have you changed any gameplay settings (like rzl mentioned, gravity or something? is that even possible client-side)?

Posted

Yeah it's possible to change those settings, you can include CFG files in your map nowadays, so lots of client/server commands can be set from the map itself. I was thinking of gravity 200 indeed, 100 seemed a little to low, and 800 perhaps a bit harsh :) When are the usual playtesting sessions on mapcore?

Posted

There should be CTF mode in the game itself I think. I'm sure they could (rather) easily have it so, that it doesn't feel too much out of place and with mechanics CS has (buyzones, no hp/-ammo regen, etc.) and "realistic" settings.

Posted

Capture the Defuser

One team had the ingenious idea of setting up a bomb in the enemy's base, and they keep the one and only compatible defuser in the same location in their own base — all they have to do is wait for the timer to run out and prevent the enemy from taking the defuser back to the bomb. Unfortunately the other team had the same idea, and now both teams are in a frantic rush to retrieve the defusers before everybody dies.

 

You can thank me by implementing it in some map. :cool:

Posted

I've got one too many projects running at the moment to customize yet another gamemode unfortunately, I'd say try something new yourself ;-)?

 

As for the original question in the first post; does anyone have an idea on how I could finish this map? It's mostly the texturing that I can never be happy about..

Posted

When are the usual playtesting sessions on mapcore?

 

Sorry, I can't help you with your initial question but about the playtests, they can be organized every tuesday, thursday and sunday at 21:00 GMT +1. If you want to playtest your map you can announce it

Posted

Nearly ready for playtesting

 

Current setup:

- You respawn if you die
- Die whilst holding the enemy flag -> flag dropped
- Falling off the world -> flag drops, player dies
- The map keeps track of score
- Capturing a flag: +1 teamscore, +100 kills for player that captured it
- Enemy picks up their flag after it has been dropped -> flag returns to base
- Game ends after first team reaches 15 points -> set hard in map.


Various respawning entities in the game per base:
- 2x +25 health packs, respawn every 20 seconds, max hp = 100
- 1x kevlar, respawn every 30 seconds
- 1x Smoke, Flash, HE grenade, respawn every 10 seconds
- 2x Scout (SGG08), respawn every 20 seconds, ammo: 20
- 1x AWP, respawn every 60 seconds, ammo 11 (can't set 10 -_-)
- 1x AK47 respawn every 10 seconds, full ammo
- 1x M4A1 respawn every 10 seconds, full ammo
- 1x Steyr Aug respawn every 15 seconds, full ammo
- 1x SGG556 respawn every 15 seconds, full ammo
- 1x Galil respawn every 5 seconds, full ammo
- 1x Famas respawn every 5 seconds, full ammo
- 1x MP7 respawn every 5 seconds, full ammo
- 1x P90 respawn every 5 seconds, full ammo
- 1x Deagle, respawn every 10 seconds, full ammo

Due to the modified game settings needed to force respawns, the game doesn't count teamscore in the scoremenu (some sort of a bug I assume); therefore the scorelimit is hard'coded'; I'd rather have it determined by the server owner via a mp_maxrounds, but then the respawning wont work properly :(

 

2013_09_30_00002.jpg

  • 1 month later...
Posted

Damn. Suddenly got so busy with projects that actually pay that I neglected various projects such as these :( 

 

I'll see into it that I get a release asap so that other CTF beauties can be made for CS:GO ;-)

  • 1 month later...
Posted (edited)

I've made a quick video today to show the features of the gamemode as it stands at the moment.

https://www.youtube.com/watch?v=W_4IzZ0-jNw

The most important thing to do before I release this is deciding on the way to keep score. Keeping the respawning in mind, score cannot be kept in the scoreboard and thus a sv_maxrounds has no effects on this gameplay mode at the moment.

Option 1: Update the team score on the towers, don't do anything with it untill server switches maps (by timeleft etc.).
Option 2: Update the team score on the towers, and set a hard limit in the map (meaning you cannot adjust it) after which the map switches to next in cycle.
Option 3: Don't work with the current deathmatch settings, keep the teamscore via the scoreboard and go by sv_maxrounds to decide when to end the cycle.

Basically, best of both worlds would be ideal, seeing as a winning team cannot be declared by the game if the teamscore is not updated on the scoreboard. I couldn't find a way to achieve this via the ('new') custom .cfg you can set for a map, but if anyone does, let me know.

Besides the gamemode, I've got to fix a few minor glitches before I'll release a playable version.

Any comments / suggestions are welcome!

Edited by Spherix

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