TF2/Flag Based Goal Systems

From Valve Developer Community
< TF2
Revision as of 10:29, 4 January 2008 by Daeval (talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Capture the Flag is more like Capture the Intelligence Briefcase in Team Fortress 2, but the mechanics are the same. There is only one official CTF map so far, the ubiquitous 2Fort.

The entities and input/output system may allow us to do some interesting things with CTF in TF2.

Single Flag CTF

Landmarks

First, create a couple of landmarks to act as a location for the intelligence briefcase, and a marker for the capture point. 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 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. Set its Team property - we'll start with the Red team in our example.

The func_capturezone

File:CaptureTheFlag-Done.jpg
The Red team's briefcase-flag and capture zone.

Finally, create a func_capturezone brush-based entity around your capture point 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 point pedestal. We'll stretch it all the way to the ceiling to make sure jumpy scouts can score too. Also set the func_capturezone's Team property - we're still working with the Red team in our example.

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: (no link yet)

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 MultiCTF 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

The second flag in the multiple sequence, and its 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: (no link yet)

See Also..

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. (Is there a way to set that manually somewhere?)