Create your own DM CTF and Escort levels

K

keved

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Note: only of interest to level authors. Move on by if you don't create levels.

Level authors, if you want to create your own CTF or Escort levels, here are two zips containing all of the entities you require.

http://www.keved.com/tdm_ctf_entities_beta.zip
http://www.keved.com/tdm_escort_entities_beta.zip

Included in the zips are the vmf and bsp files. Entities are all grouped together, so you just need to copy and paste them into your level.

Everyone knows what CTF entails, but as for Escort, this revolves around the Combine team escorting a flag (power cell) from A to B. One Combine player may carry the power cell using his gravity gun. The Rebel team must destroy the power cell before it reaches its destination. Rebel players cannot pick up the power cell. I currently have an Escort level in beta here...
http://www.keved.com/tdme_np_refinery_b1.zip

CTF and Escort both feature:

- Team spawning.
- Flags return after 30 seconds.
- Players automatically drop their own flag if trying to pick it up.
- Team scoring, with current team scores displayed onscreen.
- Warning messages for picking up the wrong flag or taking a flag to the wrong capture point.
- Forcefields that only allow 1 team through (useful for team spawn locations).

No screenshots, since these are just box rooms containing all of the stuff you need for working CTF and Escort levels.

Feel free to respond with any suggestions/problems/etc.
 
I've updated both zip files...

- Changed the filter_activator_team to use teams 2 & 3. Check out this link for more info...
http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=149
- Removed the redundant func_physbox outputs EnablePhyscannonPickup and DisablePhyscannonPickup.
- Altered a text display timing. Previously if there was already a message onscreen in a particular game_text channel, and the flag was capped, the 'rebel team lost flag' message was being displayed for 0.2 seconds before the 'rebel team capped the flag' message.

For anyone who has already downloaded the zips...the previous versions still work fine, but you may still want to redownload the files since they're very small.
 
Thank you for taking your time to help the community.
I shall be downloading them now, and will look at them tomorrow when I will be in a mapping mood. Thanks
 
No problem. I'm looking forward to seeing more teamplay levels being created.
 
hmm in some wot interested in ctf levels myself I will take a look into them tomorrow or later tonight.
 
Between you and Yeserbius from the Snarkpit.com boards...you have just "made" HL2 Deathmatch viable.

Thanks :)

Timech
 
I am messing around with this CTF configuration and I love it. I wanted to add a sling shot type thing that can fling physics items across from fort to fort.

Is there a way to make the "flag" more physics accessible...that is, how can I fling that bad boy?

Thanks for the CTF and any other help!!

Timech
 
timech: Glad you're finding it useful.

If you want to change it so the flags can be thrown - so basically the gametype is changed from CTF to Bombing Run - then fortunately it's really easy. Just go to the two func_physbox objects and change 'Mass Scale' to 0 (zero). That's it. :)

Be warned, though, because the func_physboxes are using a smooth spherical brush they will roll all over the place and takes ages to come to a stop. You may want to create a sphere which is much more angular, then copy & paste entity data and delete my sphere.
 
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