User:Baliame/TF2 Gamemode Theories: Difference between revisions

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==== Creation ====
==== Creation ====
A control point is required in the role of the "Hill" with instant capture time. Another, unreachable, control point is required, as a workaround to automatic capture victory.
A control point is required in the role of the "Hill" with instant capture time. Another, unreachable, control point is required, as a workaround to automatic capture victory.
==== The Easy Way ====
===== The Easy Way =====
Two team_round_timer entities are used, each activated when the corresponding team captures the point. When a timer hits zero, the team owning it wins. Timer HUD is usable.
Two team_round_timer entities are used, each activated when the corresponding team captures the point. When a timer hits zero, the team owning it wins. Timer HUD is usable.
==== The Hard Way ====
===== The Hard Way =====
Counters are used to store the score, increased by ticks of timer entities set to a few seconds. Score is displayed using scoreboard brushes.
Counters are used to store the score, increased by ticks of timer entities set to a few seconds. Score is displayed using scoreboard brushes.



Revision as of 03:48, 2 August 2008


This is a personal page on my own namespace. If you have anything to add or you managed to find something I didn't, please post on the talk page. Thanks!

Baliame's Gamemode Theories

Note that this is a design theory page, it does not explain how exactly to set up these gamemodes. Later, I will write a tutorial for each of these gamemodes. Feel free to create maps of any of these gamemodes.

Table of Contents

Control Point Gamemodes

King of the Hill

Complexity: Easy (2/4)
Support: The current HUD does not fully support King of the Hill. Scoring and score display is done using workarounds.

Description

The King of the Hill gamemode consists of a Hill which teams must hold for a set amount of time in order to achieve victory. This is either done by displaying a timer of the remaining time until victory (the easy way) or having a score limit, awarding score to the holding team every few seconds (the hard way).

Creation

A control point is required in the role of the "Hill" with instant capture time. Another, unreachable, control point is required, as a workaround to automatic capture victory.

The Easy Way

Two team_round_timer entities are used, each activated when the corresponding team captures the point. When a timer hits zero, the team owning it wins. Timer HUD is usable.

The Hard Way

Counters are used to store the score, increased by ticks of timer entities set to a few seconds. Score is displayed using scoreboard brushes.

Capture the Flag Gamemodes

Coming soon.

Elimination Gamemodes

Standard Elimination

Complexity: Very Easy (1/4)
Support: Team Fortress 2 fully supports this gamemode.

Description

A more tactical TF2 - everyone has one life. A map played with Sudden Death on all the way.

Creation

Fire a Sudden Death event on round start.

Jailbreak

Complexity: Average (3/4)
Support: The current HUD does not fully support Jailbreak. The gamemode is done using workarounds.

Description

This game is similar to Standard Elimination, however players who get killed do respawn, however in jail, which is near the spawnroom of the opposing team. If all players of a team are in jail, the team is executed and the opposing team wins. However, if someone can press the release button, which is near the corresponding jail, the whole team is released.

Creation

This is a little tricky. The way to do this is through manipulation of respawn entities: the jails start off with a set of disabled respawn entities, while the spawnrooms have these enabled. After the setup timer expires, the state of this switches; the jail respawns become enabled, and the standard respawns become disabled. To check if there are no players of a team "alive", use a trigger entity with team filter and the EndTouchAll output. Finally, "jailbreak" is handled by a jail-wide teleport entity.