TF2 Mixed Game Types (CTF & CP)

N

Nix

Guest
Hi everyone,

Just wondering if it is possible to mix both the Control Point and Capture The Flag game types?

The map would contain the normal Intelligence rooms for either side, though with a twist. There would be 1 Control Point in the map which the teams would have to control before they can access the enemy intelligence room, as this would give both teams a reason to fight over it and cause another flashpoint within the game.

Any help on this matter would be greatly appreciated, and thanks in advance to anybody who replies.
 
Wow that sounds like an amazing idea! I wonder if it could be achieved through tying the CP entity to a grate that seals off the INT. You'd want to make the round times longer, though, and if possible turn off sudden death.
 
Well the plan was not to have round times, but a cap limit like you do on CTF. So for all intent and purposes its CTF gameplay with a single key control point added in.

Yeah i was going to seal off the int rooms, but the problem you might have is if you can access your own int rooms whilst you control the cp, but then lose the cp and people are in there, do i either lock them in with a 1 way exit, or create something that would kill everything inside them. It would mean that to be able to gain access to the enemy int room, you must control the cp. But also you must still have control of the cp to capture the enemy inty.

Im hoping to get the contact details of one of the mapping members direct at valve to see if this could be done. Im currently away for the weekend on a pc that cant run a flash game let alone the sdk so ill have to wait until monday to be able to have a mess around with it.

Glad you liked the idea though :)
 
You could fake it somehow with triggers I suppose... But I doubt you'd get the actual interface of both gametypes at the same time. Although if you fake it you could easily make some other kind of notification for the players and then just run a standard CTF game as "main".

Also, for the exit bit, just make it so that there is a natural exit from the int room that ain't an entrance. For instance there could be a 2nd floor window or something which allows you to jump out of the int base but cannot be accessed to get inside. Beware of soldiers though, they jump.

And if you want to always have access to your own base, then a team based trigger should solve that. OnTriggerBlue (or OnTrigger with a trigger with a proper filter set) - Door - Open.
 
Back
Top