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koth_corporate
Old 02-05-2008, 05:02 PM   #1
Pseudo
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Edit: New thread for beta 4: [ame="http://forums.tf2maps.net/showthread.php?p=109460"]KotH Corporate - TF2Maps.net[/ame]

I'm working on a "king of the hill" map set in an office building. Teams spawn on the top floor. The control point is in the basement. Capturing this control point starts a five minute timer. When the enemy team takes control of the point, your timer is paused and their timer resumes. The first team to get their timer to zero wins.

Most of the lighting for the ground floor and basement is temporary. I haven't done cubemaps yet.




Last edited by Pseudo; 09-28-2009 at 01:58 AM..
 

Old 02-05-2008, 05:02 PM   #2
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Old 02-05-2008, 05:46 PM   #3
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Looks like a great idea. I think if you touch up your brush work and redo some of the textures you will have something special.
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Old 02-06-2008, 02:53 AM   #4
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Just to help you a bit with the gameplay. I have found from beta testing my map that teams have no idea which timer is currently running. They get confused because the timer is RED and its the BLUE timer.

It takes a long time for them to understand they have to look at the Control point to see who has the timer

I fixed this by adding a game_text with the text BLUE TIMER or RED TIMER below the timer itself and refreshing it every second. Then just switch the text when the different team captures it.
 

Old 02-06-2008, 04:59 AM   #5
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you shold make a big bulletproofwindow between red en blu spawn room thats funny!
 

Old 02-10-2008, 10:20 PM   #6
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Here is the first beta: koth_corporate_b1.bsp.

The game_text to tell who the timer belongs to is a good idea, thanks. I will probably use that in the next version. A window between the spawn rooms as well.
 

Old 02-13-2008, 12:09 AM   #7
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Would refreshing the game_text every second create unnecessary server load? I implemented the timer label a different way, by giving the game_text a long hold time (300 sec) and then only refreshing it when someone respawns (since the text clears from that person's screen when they respawn).


If someone could take a look at and maybe playtest the beta that I posted, it would be much appreciated.


Here's another pic:
 

Old 02-13-2008, 12:16 AM   #8
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Honestly, i havent done any measuring. But i think this is run client side anyway and it only displays 1 text. How can that be more load on a server then people shooting?

For the the 1 second refreshing also showed a "pulsing" glow making it a bit more noticable. But if your method works, why change it?
 

Old 02-13-2008, 01:04 PM   #9
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The first beta map is currently on the server 69.12.92.149:27015, you can use the chat command "votemap koth_corporate_b1" to switch to it.

Last edited by Pseudo; 02-18-2008 at 10:57 AM..
 

Old 02-18-2008, 12:51 AM   #10
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Second beta! koth_corporate_b2.bsp, bz2.
I think it's getting pretty close to being complete, just needs some more playtesting. If any of you could help with that it'd be great.

One new feature that I think is pretty nifty is two physical clocks on the wall that are sync'd with the game timers.




The way I implemented this isn't really the most elegant; each digit is a separate func_brush that gets enabled and disabled based on a logic_timer connected to a math_counter that goes to a logic_case. I think a more practical solution would involve a vgui_screen but I'm not really sure how to implement that. Regardless, this method works and I think the end result really improves the map.

Last edited by Pseudo; 02-22-2008 at 12:41 PM..
 
 

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