Versus My fursona is a blops attack dog Posts: 10,103 Joined: Mar 2008 |
12-22-2008, 08:34 PM
f impact2
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Sponson BRB, Posting Posts: 1,682 Joined: May 2008 |
12-23-2008, 12:02 PM
PL Big Shell, isntead of a littlecart, its Fatman
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BoBoTheBum Lurker Posts: 87 Joined: Jun 2008 |
12-23-2008, 09:55 PM
There are few TC maps out there, which is a horrible thing, since it's such an interesting gametype.
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Squishy3 Closet Furry Posts: 5,757 Joined: May 2008 |
12-23-2008, 11:17 PM
impact2 is amazing, all people who hate it are stupid
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
12-24-2008, 12:23 AM
Kaarde had a nice idea that I think might work of having a one flag CTF
You make a neutral flag and I think you might be able to make it touch-return for red If you cap it, its map over, switch sides, you could make it fairly small and easily. Ill see if I can grind out a proof of concept tomorrow. Â Sig by Joel |
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cbre88x Seabreeze: That Damn Sniper Posts: 2,835 Joined: Apr 2008 |
12-24-2008, 04:22 AM
(12-24-2008, 12:23 AM)CaffeinePowered link Wrote: Kaarde had a nice idea that I think might work of having a one flag CTF yaaaaaay! |
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Dave White Lighting - Extra 50% Free Posts: 4,177 Joined: Jun 2008 |
12-24-2008, 08:48 AM
(12-24-2008, 12:23 AM)CaffeinePowered link Wrote: Kaarde had a nice idea that I think might work of having a one flag CTF fuck you that was me! |
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ZargonX Hit em with a Splersh Posts: 1,323 Joined: Mar 2008 |
12-24-2008, 01:59 PM
Ok, I'm going to give a go at the one-flag CTF idea, with Red having to bust into Blue's base, get the flag, and bring it back out. Now to work on the logistics...
I'm thinking: 1. 1 cap to win; teams swap upon victory 2. After a flag drop, a relatively long timer, perhaps in the 2 to 3 minute range. That gives the defenders time to establish a new defensive area, and the attackers time to reorganize to assault again. This should create (in theory) constantly shifting battlegrounds. 3. A medium sized map, moving from outdoors to indoors, to create plenty of space for alternate routes of attack and interesting defensive positions. 4. I'd like to work in my sentry-gun concept from ctf_breach, to allow the defenders to seal off certain areas, but also giving the attackers the chance to turn the tables. Might get overly complicated, though... |
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Dave White Lighting - Extra 50% Free Posts: 4,177 Joined: Jun 2008 |
12-24-2008, 02:13 PM
(12-24-2008, 01:59 PM)ZargonX link Wrote: Ok, I'm going to give a go at the one-flag CTF idea, with Red having to bust into Blue's base, get the flag, and bring it back out. Now to work on the logistics... i was thinking of a fixed place for the intel, like inside a castle, thats pretty easy to defend. its onecap to win and the defendign team can return the intel with one touch, yes defence would have amasive advantage, but shut up, its jsut more epic when offense win. geoff, take notes. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
12-24-2008, 02:39 PM
Unfortunately there seems to be no way to do touch return, you could just set the return timer to like 10 sec but its not the same
 Sig by Joel |
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Dave White Lighting - Extra 50% Free Posts: 4,177 Joined: Jun 2008 |
12-24-2008, 03:04 PM
(12-24-2008, 02:39 PM)CaffeinePowered link Wrote: Unfortunately there seems to be no way to do touch return, you could just set the return timer to like 10 sec but its not the same could make it a neutral suitcase, and the capture point for defence is the whole map, they jsut dont get a point for scoring. that would be a return as soon as you pick up i guess its kinda messy tho |
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Radio Raheem BRB, Posting Posts: 1,306 Joined: Aug 2008 |
12-24-2008, 08:01 PM
That sounds like it would be really really unfun on offense. Either its easy and offense always wins or its running into a wall of 4 Sgs, stickies, and a ton of pyros. The offense has to be a much better team to win that type of map.
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Eschatos Jack Thompson Fan Club Member Posts: 4,447 Joined: Mar 2008 |
12-24-2008, 08:58 PM
(12-24-2008, 08:01 PM)Radio Raheem link Wrote: That sounds like it would be really really unfun on offense. Either its easy and offense always wins or its running into a wall of 4 Sgs, stickies, and a ton of pyros. The offense has to be a much better team to win that type of map. They could make the whole area around the flag nobuild. |
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Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
12-25-2008, 02:53 AM
(12-24-2008, 02:39 PM)CaffeinePowered link Wrote: Unfortunately there seems to be no way to do touch return, you could just set the return timer to like 10 sec but its not the same Sucker please. Trigger_multiple - OnTouchAll - Flag - Kill (Disable?) Trigger_multiple - OnTouchAll - Flag - Enable - Delay .5 Set trigger multiple to start disabled. Flag - OnDrop - Trigger_multiple - Enable Flag - OnPickup - Trigger_multiple - Disable tf_teamfilter - Combine filter with trigger multiple, make it Defending team only Parent trigger_multiple to flag Thought about it for awhile, and came up with that. Try that shit. (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel
(This post was last modified: 12-25-2008, 02:55 AM by Geoff.)
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
12-25-2008, 02:57 AM
(12-25-2008, 02:53 AM)Geoff link Wrote: [quote author=CaffeinePowered link=topic=2038.msg57961#msg57961 date=1230147587] Sucker please. Trigger_multiple - OnTouchAll - Flag - Kill (Disable?) Trigger_multiple - OnTouchAll - Flag - Enable - Delay .5 Set trigger multiple to start disabled. Flag - OnDrop - Trigger_multiple - Enable Flag - OnPickup - Trigger_multiple - Disable tf_teamfilter - Combine filter with trigger multiple, make it Defending team only Parent trigger_multiple to flag Thought about it for awhile, and came up with that. Try that shit. [/quote] That won't necessarily make it return and killing the entity might fuck with the round  Sig by Joel |
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Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
12-25-2008, 02:59 AM
(12-25-2008, 02:57 AM)CaffeinePowered link Wrote: [quote author=Geoff link=topic=2038.msg58084#msg58084 date=1230191607] Sucker please. Trigger_multiple - OnTouchAll - Flag - Kill (Disable?) Trigger_multiple - OnTouchAll - Flag - Enable - Delay .5 Set trigger multiple to start disabled. Flag - OnDrop - Trigger_multiple - Enable Flag - OnPickup - Trigger_multiple - Disable tf_teamfilter - Combine filter with trigger multiple, make it Defending team only Parent trigger_multiple to flag Thought about it for awhile, and came up with that. Try that shit. [/quote] That won't necessarily make it return and killing the entity might fuck with the round [/quote] : Make a neutral flag below the map, so if indeed killing the flag ends the round, the neutral one will stop it from doing that. (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
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Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
12-25-2008, 03:06 AM
Oh crap, no I caught myself. Actually, in addition to killing it, you have to set up a point_template to the flag.
So it would be like, Trigger_multiple - OnTouchAll - point_template - Forcespawn - Delay .5 Its hard to figure this out, as I am away from my computer. :-[ (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
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ZargonX Hit em with a Splersh Posts: 1,323 Joined: Mar 2008 |
01-01-2009, 08:38 PM
Ok, after thinking about it for a bit, I came up with what I hope will be an interesting concept. One flag inside Blue base. Red is attacking, and bringing the flag out of the base and to the checkpoint results in a win. The key part is, there are a series of control points that can be captured that will open up new routes of approach to the flag room. Basically, it's a Steel-style mechanic but with a one-flag CTF. The flag room will get progressively easier to breach as Red captures control points, so Blue needs to make sure to defend those as well. Plausible? Thoughts?
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Dave White Lighting - Extra 50% Free Posts: 4,177 Joined: Jun 2008 |
01-01-2009, 09:00 PM
(01-01-2009, 08:38 PM)ZargonX link Wrote: Ok, after thinking about it for a bit, I came up with what I hope will be an interesting concept. One flag inside Blue base. Red is attacking, and bringing the flag out of the base and to the checkpoint results in a win. The key part is, there are a series of control points that can be captured that will open up new routes of approach to the flag room. Basically, it's a Steel-style mechanic but with a one-flag CTF. The flag room will get progressively easier to breach as Red captures control points, so Blue needs to make sure to defend those as well. Plausible? Thoughts? hmm wouldnt work for pubs, they need a direction, they would just run off in any direction if they dont have focus. |
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Versus My fursona is a blops attack dog Posts: 10,103 Joined: Mar 2008 |
01-01-2009, 09:18 PM
so they can rush it
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