Team Fortress 2/Docs/Level Design/Flag Based Goal Systems: Difference between revisions
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'''Flag-based goal systems''' use <code>[[item_teamflag]]</code> entities to determine how a team scores points. Flags must be carried by players to <code>[[func_capturezone]]</code> [[Entity_Creation#Brush-based_entity_creation|brush-based entities]], which act as drop-off points. Although they are called "flags," <code>item_teamflags</code> are actually represented by ''intelligence briefcases'' in [[Team Fortress 2]]. | |||
The entities and input/output system may allow us to do some interesting things with Flags in | The entities and input/output system may allow us to do some interesting things with Flags in Team Fortress 2. | ||
== | == Basic CTF == | ||
Capture the | Capture the flag is the most basic flag-based goal system, consisting of one flag per team and one drop-off point per team. There are only two official CTF maps so far: ''ctf_well'' and the ubiquitous ''ctf_2fort''. | ||
This tutorial will show you how to setup a complete | This tutorial will show you how to setup a complete basic CTF goal system. | ||
===Landmarks=== | === Landmarks === | ||
[[image:CaptureTheFlag-Emtpy Blocks.jpg|thumb|right|200px|The empty pedestals.]] | [[image:CaptureTheFlag-Emtpy Blocks.jpg|thumb|right|200px|The empty pedestals.]] | ||
First, create a couple of landmarks to act as a location for the intelligence briefcase, and a marker for the capture zone. | First, create a couple of landmarks to act as a location for the intelligence briefcase, and a marker for the capture zone. This is not strictly necessary, but helps new players to quickly learn your map. For the example, we will use a pair of simple blocks as pedestals. We'll do this one team at a time, so we're putting both of these on the RED team's side of the map for now. | ||
===The item_teamflag=== | === The item_teamflag === | ||
Next, create an | Next, create an <code>item_teamflag</code> entity and put it on your flag landmark. This will be the briefcase itself. We'll start with the RED team in our example, so set the ''team'' property to RED. | ||
===The func_capturezone=== | === The func_capturezone === | ||
[[ | [[Image:CaptureTheFlag-Done.jpg|thumb|right|200px|The RED team's briefcase-flag and capture zone.]] | ||
Finally, create a | Finally, create a <code>func_capturezone</code> [[Entity_Creation#Brush-based_entity_creation|brush-based entity]] around your capture zone landmark. This defines the area in which the enemy briefcase can be returned to score points. In our example, we'll define it as a column above our capture zone pedestal. We'll stretch it all the way to the ceiling to make sure jumpy scouts can score too. Again set the <code>func_capturezone</code>'s team property to RED. | ||
===Finishing | === Finishing up === | ||
You now have all you need for the | You now have all you need for the RED team, and just need to repeat the process for the blue team. Once that is done, you will have a fully functioning capture the flag map! With these entities in place, the map briefing will automatically be filled out with the CTF description, and the win condition for the round will be set to 3 captures. | ||
Download the demo map here: (no link yet){{clr}} | Download the demo map here: {{TODO|(no link yet)}}{{clr}} | ||
==Neutral | == Neutral flag CTF == | ||
When an | When an <code>item_teamflag</code> has its team set to ''any'', either team can pick it up and take it to their capture zone to score. However, neutral flags look exactly like the RED team's briefcase, so they probably should not be used if you have team-colored flags on the map. Also, the mission briefing will be the usual CTF mission briefing, even if there is only one neutral flag on the map. | ||
==Multiple | == Multiple flag CTF (simultaneous) == | ||
A player can score using any flag that doesn't belong to his team. So, theoretically, you could have as many flags as you wanted on your map. | A player can score using any flag that doesn't belong to his team. So, theoretically, you could have as many flags as you wanted on your map. | ||
However, there is currently a bug that prevents this from working well. | However, there is currently a bug that prevents this from working well. A player can carry as many flags as he can find, but will only be able to turn in one of those flags - the rest will get stuck with him. For example, if a player picks up two flags and then returns to his capture zone, he will score 1 point for his team and one of those flags will respawn. The other one will remain on his back - he will not be able to drop it, even if he dies, and it won't respawn. | ||
Hopefully this will get fixed eventually and open up some new possibilities for | Hopefully this will get fixed eventually and open up some new possibilities for multiple flag CTF mapping. | ||
== | == Multiple flag CTF (sequential) == | ||
This technique allows you to change the position of the flags between captures. | This technique allows you to change the position of the flags between captures. This way, you can make a team's second capture harder than its first, move a neutral flag around each time it's captured, or any number of other interesting tweaks to standard CTF. | ||
===Name | === Name your flags === | ||
First, make sure you have a few | First, make sure you have a few <code>item_teamflags</code> placed on your map, and give them all names. We'll be using three in our example, each with their team set to ''any'' (neutral), called '''flag1''', '''flag2''', and '''flag3'''. Don't forget your <code>func_capturezones</code> for each team as well. | ||
===Start | === Start disabled === | ||
All of your flags should have the Start Disabled property set to | All of your flags should have the Start Disabled property set to ''yes'' except the ones you want to have on the map when the round starts. In our example, '''flag1''' is the only one with Start Disabled set to ''no''. | ||
===Setup their | === Setup their outputs === | ||
[[ | [[Image:MultiCTF-Sequential.jpg|thumb|right|200px|The second flag in the multiple sequence, and its outputs.]] | ||
Select the flag you want available first; flag1 in our example. | Select the flag you want available first; '''flag1''' in our example. You will need to setup a couple of outputs. One to turn the next flag on, and another to turn this one off. They should look like this: | ||
{| border="1" | {| border="1" | ||
Line 53: | Line 53: | ||
|- | |- | ||
| OnCapture || flag1 || Disable | | OnCapture || flag1 || Disable | ||
|} | |} | ||
Do the same for the other flags, turning on the next in the sequence and disabling the current flag. | Do the same for the other flags, turning on the next in the sequence and disabling the current flag. When you get to the last one, you can loop around and turn the first one on again. | ||
You now have three flags, of which only one will be active at a time! We used neutral flags in the example, but you could do this for both team's flags to get a really dynamic CTF map. | |||
Download the demo map here: {{TODO|(no link yet)}}{{clr}} | |||
== Reverse CTF == | |||
Reverse CTF is a simple variation on basic CTF in which the position of the flags and capture zones are reversed - put on the opposite side of the map. Instead of retrieving a defended flag, the goal is to deliver a flag from the friendly end of the map to a defended capture zone. | |||
== | == Football CTF == | ||
Reverse CTF | This is Reverse CTF with neutral flags. With a single flag, the result is similar to the sport of football or the [http://en.wikipedia.org/wiki/Bombing_Run Bombing Run] game type in the Unreal Tournament series, in which both teams fight to carry the flag into the capture zone on the enemies' end of the map. | ||
== | == Design theory == | ||
* A flag room should have enough space for both defenders and attackers, more than one entrance, a few good sentry positions, and some cover from those sentry positions. | |||
* The mission briefing appears to be the regular CTF briefing no matter what kind of funky things you do with the entities. It is possible to [[TF2/Modifying the Mission Briefing|manually change the mission briefing]]. | |||
* Flag and capture zone locations usually feature landmarks, such as the desk in ctf_2fort, to make them easy to identify. | |||
== | == See also == | ||
* | * [[Team Fortress 2 Level Creation]] | ||
[[Category:Level Design]] | |||
[[ |
Revision as of 13:54, 18 February 2008
Flag-based goal systems use item_teamflag
entities to determine how a team scores points. Flags must be carried by players to func_capturezone
brush-based entities, which act as drop-off points. Although they are called "flags," item_teamflags
are actually represented by intelligence briefcases in Team Fortress 2.
The entities and input/output system may allow us to do some interesting things with Flags in Team Fortress 2.
Basic CTF
Capture the flag is the most basic flag-based goal system, consisting of one flag per team and one drop-off point per team. There are only two official CTF maps so far: ctf_well and the ubiquitous ctf_2fort.
This tutorial will show you how to setup a complete basic CTF goal system.
Landmarks
First, create a couple of landmarks to act as a location for the intelligence briefcase, and a marker for the capture zone. This is not strictly necessary, but helps new players to quickly learn your map. For the example, we will use a pair of simple blocks as pedestals. We'll do this one team at a time, so we're putting both of these on the RED team's side of the map for now.
The item_teamflag
Next, create an item_teamflag
entity and put it on your flag landmark. This will be the briefcase itself. We'll start with the RED team in our example, so set the team property to RED.
The func_capturezone
Finally, create a func_capturezone
brush-based entity around your capture zone landmark. This defines the area in which the enemy briefcase can be returned to score points. In our example, we'll define it as a column above our capture zone pedestal. We'll stretch it all the way to the ceiling to make sure jumpy scouts can score too. Again set the func_capturezone
's team property to RED.
Finishing up
You now have all you need for the RED team, and just need to repeat the process for the blue team. Once that is done, you will have a fully functioning capture the flag map! With these entities in place, the map briefing will automatically be filled out with the CTF description, and the win condition for the round will be set to 3 captures.
Download the demo map here:
Neutral flag CTF
When an item_teamflag
has its team set to any, either team can pick it up and take it to their capture zone to score. However, neutral flags look exactly like the RED team's briefcase, so they probably should not be used if you have team-colored flags on the map. Also, the mission briefing will be the usual CTF mission briefing, even if there is only one neutral flag on the map.
Multiple flag CTF (simultaneous)
A player can score using any flag that doesn't belong to his team. So, theoretically, you could have as many flags as you wanted on your map.
However, there is currently a bug that prevents this from working well. A player can carry as many flags as he can find, but will only be able to turn in one of those flags - the rest will get stuck with him. For example, if a player picks up two flags and then returns to his capture zone, he will score 1 point for his team and one of those flags will respawn. The other one will remain on his back - he will not be able to drop it, even if he dies, and it won't respawn.
Hopefully this will get fixed eventually and open up some new possibilities for multiple flag CTF mapping.
Multiple flag CTF (sequential)
This technique allows you to change the position of the flags between captures. This way, you can make a team's second capture harder than its first, move a neutral flag around each time it's captured, or any number of other interesting tweaks to standard CTF.
Name your flags
First, make sure you have a few item_teamflags
placed on your map, and give them all names. We'll be using three in our example, each with their team set to any (neutral), called flag1, flag2, and flag3. Don't forget your func_capturezones
for each team as well.
Start disabled
All of your flags should have the Start Disabled property set to yes except the ones you want to have on the map when the round starts. In our example, flag1 is the only one with Start Disabled set to no.
Setup their outputs
Select the flag you want available first; flag1 in our example. You will need to setup a couple of outputs. One to turn the next flag on, and another to turn this one off. They should look like this:
Output | Target Entity | Via Input |
---|---|---|
OnCapture | flag2 | Enable |
OnCapture | flag1 | Disable |
Do the same for the other flags, turning on the next in the sequence and disabling the current flag. When you get to the last one, you can loop around and turn the first one on again.
You now have three flags, of which only one will be active at a time! We used neutral flags in the example, but you could do this for both team's flags to get a really dynamic CTF map.
Download the demo map here:
Reverse CTF
Reverse CTF is a simple variation on basic CTF in which the position of the flags and capture zones are reversed - put on the opposite side of the map. Instead of retrieving a defended flag, the goal is to deliver a flag from the friendly end of the map to a defended capture zone.
Football CTF
This is Reverse CTF with neutral flags. With a single flag, the result is similar to the sport of football or the Bombing Run game type in the Unreal Tournament series, in which both teams fight to carry the flag into the capture zone on the enemies' end of the map.
Design theory
- A flag room should have enough space for both defenders and attackers, more than one entrance, a few good sentry positions, and some cover from those sentry positions.
- The mission briefing appears to be the regular CTF briefing no matter what kind of funky things you do with the entities. It is possible to manually change the mission briefing.
- Flag and capture zone locations usually feature landmarks, such as the desk in ctf_2fort, to make them easy to identify.