View Full Version : Question: Round times in CTF
12-17-2007, 08:09 PM
Someone requested I put a round timer in a CTF map I was working on, and it occurred to me that I wasn't quite sure how long to set it for. What do people feel is a good length to let a CTF match last before kicking it to sudden death?
Armadillo of Doom
12-17-2007, 11:50 PM
Depends on the size of the map really. I'd say anywhere from 10-25 minuetes.
12-18-2007, 02:14 AM
Is it possible to have a setup timer without a round timer? Currently I have my setup timer, but the round timer is there too.
12-18-2007, 02:39 AM
2fort has no round timer. Is there a specific reason why someone thinks your map should be different?
12-18-2007, 08:49 AM
Well, I'm not sure why they want the timer exactly, and I personally don't feel CTF should have an arbitrary limit. So, at the moment I'm rather torn as to whether to add one, so I thought I'd seek some advice from others!
The complaint is probably that your CTF map is not adhering to the server time limits (which in the event of a stalemated CTF round would cause the map to never go into SD or rotate).
See: http://tf2maps.net/showthread.php?t=149 You want to be setting setstalemateontimelimit.
12-18-2007, 10:19 AM
That's excellent, Logo! Thanks!
12-18-2007, 11:18 AM
Any ideas on how to get a setup time without a round timer?
12-18-2007, 11:34 AM
you could try an output to disable the timer after the round setup time is complete
It'd still display on the UI though. You could always have a logic_auto that delay triggers the doors to open and play the 60 seconds... 30 seconds... 5, 4, 3, 2, 1 sounds to fake it though. Players might not get what's going on though.
03-14-2008, 04:38 PM
Here ya go. (http://developer.valvesoftware.com/wiki/Team_Round_timer)
There are automatic fields for setup time and regular time.
03-14-2008, 06:51 PM
This is thread necro, and you use setstalemateontimelimit for ctf maps anyway and it adheres to the server's timelimit.
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