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J4CK8
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Map Name: optimum
 

Map Version: a1
 

Released: 10-22-2009
 

Last Update: 10-22-2009
 
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Control Point
Attack and Defend
Capture the Flag
Payload
Arena
Territorial Control
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Work in Progress
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Post optimum

koth_optimum is my attempt at a 'new' gamemode. It's a mix of koth and ctf. The centre control point must be held by either team for a total of 7.5 minutes. This time can be reduced however by 1.5 minutes for every flag captured, but the team must have hold of the control point when the timer reaches 0:00 to win.

One slight issue with the map, it has to change the flag cap limit to 0 at the start of the map, then returns it to 3 when the map is finished. This isn't a problem if the server has a value of 3 for the limit, but if it has anything else then the map will change that to 3
Changelog
22nd October 2009
-a1
--Initial release

Old 10-22-2009, 04:32 PM   #1
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Very interesting gamemode idea, but 10 minutes seems too long - you would have to capture the flag 7 times to get the timer down to the same amount as normal KoTH, which could take a while
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Old 10-22-2009, 04:54 PM   #2
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Quote:
Originally Posted by Smetzle View Post
Very interesting gamemode idea, but 10 minutes seems too long - you would have to capture the flag 7 times to get the timer down to the same amount as normal KoTH, which could take a while
Yeah, I forgot to mention that it's only on 10 for my own testing purposes. But the flag shouldn't be that hard to cap. The whole idea of the gamemode is to reduce the sentry spam, as with two things to defend, and the control point probably quite hard to get a sentry on...but testing wil lreveal all I hope.

I was thinking around 7:30 minutes total cap time, with 1:30 lost for every flag cap, but again it will probably need some major changes after testing.
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Old 10-22-2009, 06:53 PM   #3
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This is a very interesting idea! I think you can get around the flag issue by simply switching which gametype the flag thinks is set on and/or simulating captures with the new brush entities Valve gave us. See if there's a flag mode that has the appropriate settings you'd need:
http://developer.valvesoftware.com/w..._of_game_types

The fact that the flag itself can't decide how many times you need to capture it to win makes me so sad
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Old 10-22-2009, 07:38 PM   #4
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Quote:
Originally Posted by The_Ulf View Post
This is a very interesting idea! I think you can get around the flag issue by simply switching which gametype the flag thinks is set on and/or simulating captures with the new brush entities Valve gave us. See if there's a flag mode that has the appropriate settings you'd need:
http://developer.valvesoftware.com/w..._of_game_types

The fact that the flag itself can't decide how many times you need to capture it to win makes me so sad
That can be set via a server command, which can be entered from a map via a point_servercommand entity. But it would be very helpful if Valve included an option to choose how many flag caps can be made, would make sense and would really help mappers out
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Old 10-22-2009, 08:46 PM   #5
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Looks great! I really like how the gameplay/flow looks to play out!
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Old 10-23-2009, 10:32 AM   #6
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Looks like an interesting mix of vertical and wide open gameplay, should be nice to see how this works out.
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Old 10-26-2009, 12:25 PM   #7
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Changed the total cap time to 7.5 minutes, and is now reduced by 1.5 for every flag captured, and sumbited for Wednesday gameday.
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Old 10-26-2009, 12:33 PM   #8
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Quote:
then returns it to 3 when the map is finished.
But you can't do this. There are numerous cases where the map will switch at a time other than when the map considers the end, leaving it to never reset.
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Old 10-26-2009, 12:48 PM   #9
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Quote:
Originally Posted by A Boojum Snark View Post
But you can't do this. There are numerous cases where the map will switch at a time other than when the map considers the end, leaving it to never reset.
Ah, well in that case...the map gamemode is screwed

EDIT: Does this mean it's out of gameday?
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Last edited by J4CK8; 10-26-2009 at 12:50 PM..
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