Archive for September, 2009
Domination – With Flags
Posted by Vilepickle in Gaming, Map Discussion, Team Fortress 2 Maps on September 13th, 2009
I’m working on a newer game mode since Valve finally decided to add my request for OnPickupTeam1 and 2 to item_teamflags (it only took a year!). I’ve basically finalized the entities of the mode. It has the domination scoring setup with percentages, but contains only 1 flag. It is similar to KOTH, but it has certain twists.
DOM_ w/ Flags Features:
- 1 central flag that’s neutral
- If a team holds for 25% straight, the flag automatically returns (warning at 5% remaining)
- Team that reaches 100% domination points wins the round
- Percentage increase by 1 when a flag is held every 6 seconds. A full round would take ~10 minutes if one team held the entire time
- Flag return time is 5 seconds
Obviously, a good map is key to bringing out the fun in this game mode. A good centralized playing area will be needed, with an elevated flag that can’t be easily camped. Spawns should be far enough away so they don’t play a huge factor in grabbing the flag and creating a huge fortified defense, but not too far. The spawn doors should probably be higher up and not have a lot of ground around them so that they don’t breed that sort of gameplay.
I’ll release a prefab for this once I get the map done. It would be nice to see more dom_ type maps. The original dom_ prefab by TheBladeRoden is a bit messy because it includes a jail system and the one used in Canalzone is heavily modded. This one is even more different.
[Map Update] cp_indulge_rc2
Posted by Vilepickle in Team Fortress 2 Maps on September 11th, 2009
Indulge has been updated to RC2, further polishing the map and changing some slight gameplay factors.
Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/
RC2 CHANGES/FIXES:
-CP1 saw side entrance now exits further into the CP1 area, extended exit has windows (should help prevent the spam lockdown of that entrance)
-Saw does a little more damage
-CP3 area elevated bridge cut to not impede rocket/grenade jumps
-Fixed minor visual errors around the map
-Made a light fixture solid near Cp3 for jumping
-Moved 1st resupply cabinet towards the center of the room slightly
-Fixed rain glitching through buildings in a few spots
-Added a wood plank to the CP1-2 connector “mini-spiral” to improve flow in that room
-Added supports to stone bridge
[Map Update] cp_indulge_rc1
Posted by Vilepickle in Team Fortress 2 Maps on September 4th, 2009
Indulge has been out for some time and has received positive feedback and lots of constructive criticism. I feel like it’s time to start wrapping up the map and by making it an RC things are much less subject to change. Still looking for any sort of feedback since it still isn’t in its final release form.
Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/
RC1 CHANGES/FIXES:
-Relocated the 1st forward spawn off to the side but with the same travel distance for better flow
-Windows at mid building made smaller and look like they match better
-Cubemaps problem fixed (purple windows)
-Rain worked on so it’s in more places and not going through roofs
-Clipped doorframes at first spawn and other clipping