Team Fortress 2/Cyclic Capture Points: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 19: Line 19:
* Enemies can come from any direction
* Enemies can come from any direction
If the map is built with alternate routes between nodes, it can become extremely simple to flank opposing forces on this map! (This is crucial for map developers to take into account!  You need to be very careful when it comes to balancing this map, as the gameplay is already chaotic and unstable to begin with!)
If the map is built with alternate routes between nodes, it can become extremely simple to flank opposing forces on this map! (This is crucial for map developers to take into account!  You need to be very careful when it comes to balancing this map, as the gameplay is already chaotic and unstable to begin with!)
== Proof of Concept ==
While [[Hovis]] and Co. haven't finished a playable map yet, [[Hovis]] has built a PoC available here: http://piratesofpacifica.com/tf2/ccp_mechanics.vmf


== See also ==
== See also ==
* [[Creating CCP maps]]
* [[Creating CCP maps]]

Revision as of 11:29, 20 January 2008

With the prebuilt mechanics of the team control point entity we can make a new and exciting map type by arranging our team control points in a circle, and making each point require the point "before" it; this new type is called Cyclic Capture Point (or Circular Capture Point) and uses the map prefix ccp_.

An Overview

A ccp_ map uses the same goal entities as a tradition cp_ map, the map is only unique in how those entities are "arranged". In a "standard" ccp_ map you will have 4 control points (traditionally dubbed for the cardinal directions: North, East, South, and West) arranged in a circle. The "Required Capture Point" for each team control point must be set (for both teams) to the "previous" team control point (adjacent clockwise, or counter-clockwise). Just like in a cp_ map, each node needs to have spawnrooms associated with it for players to spawn at. Players should spawn at the last node that their team captured (this can be difficult for map developers, see Creating CCP_ maps) and then either move "clockwise" or "counter-clockwise" from that spawnroom depending on if they're capturing new nodes, or defending the nodes they've taken. The round is over when one team owns all of the capture points, or in a special case when one team owns three points before the other teams can capture any at all (this is a special case, where the losing team now can no longer capture ANY points (all nodes require one other node) and there is still a neutral node left on the map).

How ccp_ maps play differently

(Note: There has only been initial testing of this maptype concept, more testing and comments are appreciated). Ccp_ maps have some inherent differences with the traditional stock map types; this leads to challenging the player AND the map developer in new ways.

  • You have no "base"

When playing a ccp_ map you will notice that it is not only possible, but common that the node you initially spawned from will be taken by the opposing team. You don't have any "bases" to work from, and you only get what defensive positions you manage to find/create.

  • You must hurry!

CCP_ maps are a race! You must capture your enemies nodes faster than he's capturing yours!

  • There are generally TWO "hotspots" instead of one.

To excel in a ccp_ map you must have a strong offense to take new nodes, AND a strong defense preventing your nodes from being taken; but because of the inherent "one way only" nature of these maps these groups of players will never be playing at the same point of the map at the same time.

  • Enemies can come from any direction

If the map is built with alternate routes between nodes, it can become extremely simple to flank opposing forces on this map! (This is crucial for map developers to take into account! You need to be very careful when it comes to balancing this map, as the gameplay is already chaotic and unstable to begin with!)

Proof of Concept

While Hovis and Co. haven't finished a playable map yet, Hovis has built a PoC available here: http://piratesofpacifica.com/tf2/ccp_mechanics.vmf

See also