TF2/Creating a CP assault map

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한국어

This gametype is included in A Boojum Snark's Team Fortress 2 Gametype Library

The complete entity setup for this gametype is included in A Boojum Snark's Team Fortress 2 Gametype Library, a downloadable VMF that includes all official Team Fortress 2 gametypes. The entities can easily be transferred from the VMF to your own custom map without the hassle of having to build it yourself or debugging it.

A Boojum Snark's Team Fortress 2 Gametype Library can be downloaded here: TF2Maps.net


This tutorial covers the creation of a dustbowl-style system of rounds.

Step 1 - Outlining

The "outline"

This section will cover the outlines of the linear system.
This tutorial is assuming that you already created the skeleton of your map - which would be the status when the map is nearly completed. The map this tutorial is going to use is a simple, three round map you can see on the picture. It would be vital that you check out the labels on the picture, as everything is written down using those labels.

Step 2 - Control points

The "properties"

This step introduces the usage of the team_control_point_master and team_control_point_round entities.

  • Place a team_control_point_master anywhere on your map and go to its properties.
Note:The setup differs from a one-round map, as basically the team_control_point_round entities control the gameplay - much like in a parliamentary democracy: the nation has its own head of the state, but the parliament is governing.
  • Set the Switch teams on map win? field to Yes.
  • The next step is placing a team_control_point_round entity for each round your map has. The properties of these entities are much like those of the team_control_point_master. Make sure you set an easily identifiable name for each round, such as round_1. The priority field will make sure that the game is linear: Set it to 100 for the first round, 99 for the second round and so on. You may also want to restrict the defending team from winning - set the Restrict team from winning to RED. Finally, in the Control points in this round field, input the Names of the control points for that round, separated by a space.

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Note:You may also use the OnWonByTeam1, OnStart and OnWonByTeam2 outputs of the round controls to enable/disable certain entities on the map.

Step 3 - Respawn points

The "playerspawn"

Now that you have your rounds, you might want to specify the entry points of each team.

  • Fill your respawn rooms with info_player_teamspawn entities and set their Team key value to any of the teams, it doesn't matter. What might matter is Associated Control Point: if you want the spawn place to be usable by the team who owns a certain control point, then input its name into this field. Important fields are Blue and Red spawn for round. Type the name of the rounds into these fields for which you want a team to spawn at these spawn points.

Step 4 - Timers and rounds

The "time"

The map has almost everything it requires, there is only one little problem: neither teams can win. To set this up, this step explains the creation of a basic timer with additional options.

  • Add a team_round_timer entity. Its key values are explained in the table below.
Property Name Description Value
Name Name of the entity start_timer
Timer Length Time limit at the beginning (in seconds) 180-300
Max Timer Length Max amount of time limit (0 = no limit) 0
Setup Timer Length Setup time before gates open (in seconds) 45-60
Reset Time on Round Restart Self-explanatory No
Use Countdown Seconds Self-explanatory Yes
Show Timer in Hud Self-explanatory Yes

Handling doors

  • This entity can open the doors of the attacking team's spawn rooms. To do this, create logic_relay entities, name them in a sequence such as relay_spawn_1, relay_spawn_2 , etc and disable all of them but the first one. Add these outputs to the team_round_timer:
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnSetupFinished relay_spawn_1 Trigger <none> 0.00 No
Io11.png OnSetupFinished relay_spawn_2 Trigger <none> 0.00 No

And so on for all of them.

  • On each relay, add these outputs:
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger  !self Disable <none> 0.00 No
Io11.png OnTrigger (spawn room door) Open <none> 0.00 No
Io11.png OnTrigger (name of next relay) Enable <none> 0.00 No

Extending time

  • The specified time seems a little short to win 3 rounds, that's why the control points need to be set up for this. For each trigger_capture_area add an output:
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnCapTeam2 start_timer AddTime (same time limit as beginning) 0.00 No

This will add more time once the capture point is taken.

Step 5 - Team victory

Moving on to address the issue of the teams not being able to win.

Defending team

The "win"
  • You need to add a game_round_win entity for this. Set the properties as the following:
Property Name Value
Name end_of_game
Team Red
Force map reset Yes
Switch teams on map win? Yes
  • Now, go back to the team_round_timer and add an output:
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnFinished end_of_game RoundWin <none> 0.00 No

Attacking team

  • The issue of BLU not being able to win is a little bit simpler. Add another game_round_win entity with the following properties:
Property Name Value
Name blue_win
Team Blue
Force map reset Yes
Switch teams on map win? Yes
  • For the very last trigger_capture_area of the very last round, add an output:
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnCapTeam2 blue_win RoundWin <none> 0.00 No

Theory

This is the end of the tutorial. You should have a fully functional linear round-based map. If you have any questions or complaints, post them on the talk page.

See also