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> Ctf Idea, for anyone that wants it.
James Asner
post Dec 26 2011, 04:18 AM
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Sejdboy of the the 29th had an idea a while ago where flags in CTF maps would slow the player holding them. I thought it was a cool idea so I built this map. It's nothing but one side's flag, and a box, but it has all the logic needed if anyone wants to build the rest themselves.

It works like this. The flag is picked up, which turns on a trigger parented to the flag. The trigger sets player_speedmod. If the flag is dropped or capped the trigger turns off. If the player moves out of the trigger, it sets the speed back to 100%. This all works with dying as well. Since the trigger turns off if the flag isn't being held, this will also work fine in ctf_capturestyle 2.

BTW, the trigger has all the speedmod logic and is currently set to .8, or 80%.

http://s391917436.onlinehome.us/maps/ctf-slow-demo.vmf

Make sure you give some clues in the map that picking up a flag modifies your speed.

This post has been edited by James Asner: Dec 26 2011, 04:19 AM


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Plexi
post Dec 26 2011, 11:54 PM
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I already suggested this to Grantelbart to be added/changed in bg2, but he wasn't too fond of the idea :(

This post has been edited by Plexi: Dec 27 2011, 01:31 AM


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James Asner
post Dec 29 2011, 05:29 PM
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http://s391917436.onlinehome.us/maps/ctf-slow-demo2.vmf

Updated idea. I added a powder keg parented to the flag and disable weapons and attack. Now you have an escort mission! Invade the enemy fort, steal the keg and get it back base. Fort William and Mary scenario, maybe?


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Hawke
post Dec 29 2011, 07:54 PM
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I've been advocating something like this for awhile now. In fact my original thought was an escort mission. However I lacked the skill to make it myself, and none of the Dev mappers seemed interested. I think it's a brilliant idea, and in my opinion we need at least two such maps on the official map rotation.

Were you not working on a fort map Asner? If you need new models for it I'd be more than willing to chip in for the effort. Although as MPC can tell you I move fairly slowly. xP

This post has been edited by Guy Hawkes: Dec 29 2011, 08:26 PM


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Nathan Hale
post Dec 29 2011, 08:12 PM
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Interesting idea of a "mission" based map. I don't think it a replacement for regular style BG, but I do think it could add a little variety for those who want something different every so often. I think this is a route to keep working on and refining. I'd like to see it as a variation of gameplay.

You could have an attack-defend where there is a set time for the round. Attackers win if they cap the keg before time expires, defenders if time runs out first.

You could do a "Koth Keg" style where you have a map like old Koth and pug the keg in the middle. Each time tries to run the keg back to their spawn point. Or you could do "bomb the enemy" where each team tries to carry the keg into the enemies spawn and blow it up.


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Hawke
post Dec 30 2011, 04:30 AM
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It's certainly an interesting idea. Klif and I are looking into some map ideas, we'll keep you all posted if we come up with anything interesting.


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James Asner
post Dec 30 2011, 06:05 AM
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If you need any help or additional ideas I can help but I too busy with other plans to build a map.


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gRanTeLbArT
post Jan 1 2012, 09:46 PM
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QUOTE (Plexi @ Dec 27 2011, 12:54 AM) *
I already suggested this to Grantelbart to be added/changed in bg2, but he wasn't too fond of the idea :(


I'm not sure what exactly the difference is to the standard ctf_flag entity and their speed reduction setting?

You can have it reduce the speed by an absolute number I think, so it's not quite relative to the speed of the class, but that really doesn't matter much. Also, nobody ever told you the flag must be in the enemy base and the flag capture zone in your own base. There is no problem just putting the flag in spawn and you must bring it into the enemy base. It's only that nobody has made any map for that yet. Ctf_river was meant to be the more intuitive thing, like 2fort.

edit: The setting is called weight of flag (FlagWeight), ctf_river uses a very small value (4) so that only an enemy of the same class actually moves faster than the flag carrier. I probably should have increased that to something like 15, but when the map was still new, I didn't want to do experiments just yet and went for a very insignificant value.


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Plexi
post Jan 1 2012, 10:43 PM
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QUOTE (gRanTeLbArT @ Jan 1 2012, 11:46 PM) *
QUOTE (Plexi @ Dec 27 2011, 12:54 AM) *
I already suggested this to Grantelbart to be added/changed in bg2, but he wasn't too fond of the idea :(


edit: The setting is called weight of flag (FlagWeight), ctf_river uses a very small value (4) so that only an enemy of the same class actually moves faster than the flag carrier. I probably should have increased that to something like 15, but when the map was still new, I didn't want to do experiments just yet and went for a very insignificant value.


Well, when ctf style was still in experimental stage (or maybe it had already been implemented, I can't remember), I suggested to reduce the speed. You never told of such setting or were too fond of the idea to reduce the speed of flag carrier neverthless :p

This post has been edited by Plexi: Jan 2 2012, 12:17 PM


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James Asner
post Jan 3 2012, 09:58 PM
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Ok, it works. Never noticed that value before. However, I think player_speedmod is more interesting considering it can suppress the hud, attack, weapons, jump, crouch, etc.

http://s391917436.onlinehome.us/maps/ctf-slow-demo3.vmf

Adjusted the barrel height (nothing I can do about it noclipping because that's what parented objects do) and set weight of flag to 0.

This post has been edited by James Asner: Jan 4 2012, 05:18 PM


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