Talk:TF2/Creating a Capture Point

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Decompiled TF2 maps

If anyone would need some examples of the usage of control point system (basically, the 6 decompiled TF2 maps), just throw me an e-mail, it's on my user page. --Baliame 06:39, 2 Nov 2007 (PDT)

Thank you, and it reads well. I need to implement 2 control points on a defense map I have in progress. After I do that I'll know if there are any clarifications needed. --Spyvspy 22:08, 2 Nov 2007 (PDT)

implementing game round logic

I was able to use this tutorial with success; two control points are capturable. Putting together the rest of the logic so the map can be played in rounds is difficult for me to decipher. I have a decompiled cp_dustbowl to study, but haven't been able to set up my own map to play in rounds correctly. -- Spyvspy 10:37, 9 Nov 2007 (PST)

The limitations of CP placement

Yeah, kinda new to the community here, so ignore if this question= obvious or dumb.

Can you place Control Points under deep water?. I plan to do this for the map I'm going to make.

I'm almost sure you can, yes :) The actual "capturing" is done when a player walks into this big orange translucent box (it's pretty well explained in the article). Wherever you place that box (as long as the player can at least touch it and enter it a little bit), it will become your "capture area". Since a player can dive underwater, as long as the box is there and the player can "go inside" of it, that's your capture area! Try it out ;) (Try not to force players into drowning themselves in order to capture the point, though :P) --Etset 17:17, 7 Jan 2008 (PST)
Thanks! I thought that may have been the answer, but it's good to check.