Create a capture the flag map for Team Fortress Classic
This tutorial will describe how to set up flags to be used in Capture The Flag gamemode. It will not cover flags for use in Controlpoint maps or Attack/Defend maps.
Setting up the capture Points
Blue Capture Point
The Blue capture Point
should be placed in the Blue Base
. This point is used for blue
team to capture the red
flag.
Start by creating a 128x128 platform. Texture the sides of the platform with STRIPES2
and the top with TEAM1A
. Tie the platform into a func_wall entity.
Now comes to work of creating the capture zone itself. Create a brush of the same size 8 units above the platform using the texture AAATRIGGER
. Now tie this brush into a i_t_g entity.
Set the keyvalues in the i_t_g entity as following:
Entity Reference Name = Blue_Cap
Goal # = 10
Goal initial state = Inactive
Team Allowed To Use Goal = Blue
Has item # = 2
Stay Active = 10
Remove Item From APA = 2
Add/Subtract Frags = 10
Add/Subtract Health = 100
Armor Value % = 300
Blue Point Gain = 10
Owned by-For MSG and item glow = Red
Message to AP = #2fort_you_capped_flag
Message to AP Team = #2fort_your_team_capped
Message to Owner Team = #2fort_your_flag_capped
Console msg to all = %s capped the Red flag\n
Speak (AP) = !CTF_YOUCAP
Speak (AP Team) = !CTF_TEAMCAP
Speak (non-AP Team) = !CTF_THEYCAP
Now you've got the blue
Capture Point working. Let's move on to the red
Cap-Point.
Red Capture Point
Creating the red capture point is pretty much the same as the blue one except for some minor changes. First, create the platform, this time however, you should use the TEAM2A
texture for the top.
Then create the i_t_g on top of it like last time but put this keyvalues into it instead:
Entity Reference Name = Red_Cap
Goal # = 20
Goal initial state = Inactive
Team Allowed To Use Goal = Red
Has item # = 1
Stay Active = 10
Remove Item From APA = 1
Add/Subtract Frags = 10
Add/Subtract Health = 100
Armor Value % = 300
Red Point Gain = 10
Owned by-For MSG and item glow = Blue
Message to AP = #2fort_you_capped_flag
Message to AP Team = #2fort_your_team_capped
Message to Owner Team = #2fort_your_flag_capped
Console msg to all = %s capped the Blue flag\n
Speak (AP) = !CTF_YOUCAP
Speak (AP Team) = !CTF_TEAMCAP
Speak (non-AP Team) = !CTF_THEYCAP
Setting up the Flags
Blue Flag
The blue flag can be placed anywhere. Some maps have one capture point room and one flag room, while other maps have the flag and the capture point in the same spot. It's up to you to decide what would benefit your map the best.
The blue flag is supposed to be captured by the red team, and defended by the blue team.
Create an item_tfgoal and give it the following keyvalues:
Entity Reference Name = Blue_Flag
Item # = 1
Goal Initial State = Inactive
Model Path/name.mdl = models/flag.mdl
Model Skin-Varies Per Model = 2
Team Allowed To Use Goal = Red
Owned by-For msg and item glow = Blue
Message to AP = You have the ENEMY flag!\nTake it back to base!\n
Console msg. to all = #2fort_got_enemy_flag
Console msg. to AP team = #2fort_team_takes_enemy_flag
Console msg. to non-AP team = #2fort_enemy_takes_flag
Console msg. to owner team = #2fort_your_flag_taken
Speak (AP) = !CTF_YOUGOTFLAG
Speak (AP team) = !CTF_GOTFLAG
Speak (non-AP team) = !CTF_LOSTFLAG
Goal Activation Bitfields = 4789(this setting does not appear in the drop down list, it must be typed in manually)
Pause (Stays on ground) = 60
Activate/Restore goal on return = 100
Goal Result Bitfields = 16
Center msg. death drop, owner team = #2fort_enemy_lost_flag
Center msg. death drop, non-woner team = #2fort_lost_enemy_flag
Console msg. death drop, owner team = #2fort_lost_blue_flag
Console msg. death drop, non-owner team = #2fort_lost_blue_flag
Return to start msg. team = #2fort_your_flag_returned
Return to start msg. owner = #2fort_your_flag_returned
Highlight HUD items bitvalue = Blue Logo
Now you should have a working blue flag.
Red Flag
Almost the same thing as the blue flag. Create an item_tfgoal and give it the following keyvalues:
Entity Reference Name = Red_Flag
Item # = 2
Goal Initial State = Inactive
Model Path/name.mdl = models/flag.mdl
Model Skin-Varies Per Model = 1
Team Allowed To Use Goal = Blue
Owned by-For msg and item glow = Red
Message to AP = You have the ENEMY flag!\nTake it back to base!\n
Console msg. to all = #2fort_got_enemy_flag
Console msg. to AP team = #2fort_team_takes_enemy_flag
Console msg. to non-AP team = #2fort_enemy_takes_flag
Console msg. to owner team = #2fort_your_flag_taken
Speak (AP) = !CTF_YOUGOTFLAG
Speak (AP team) = !CTF_GOTFLAG
Speak (non-AP team) = !CTF_LOSTFLAG
Goal Activation Bitfields = 4789(this setting does not appear in the drop down list, it must be typed in manually)
Pause (Stays on ground) = 60
Activate/Restore goal on return = 200
Goal Result Bitfields = 16
Center msg. death drop, owner team = #2fort_enemy_lost_flag
Center msg. death drop, non-woner team = #2fort_lost_enemy_flag
Console msg. death drop, owner team = #2fort_lost_red_flag
Console msg. death drop, non-owner team = #2fort_lost_red_flag
Return to start msg. team = #2fort_your_flag_returned
Return to start msg. owner = #2fort_your_flag_returned
Highlight HUD items bitvalue = Red Logo
Flag return VOX
It's nice to have messages when a flag returns so you don't spend the entire round looking for the enemy flag when it has returned to their base.
Blue flag return VOX
Create an info_tfgoal and give it the following keyvalues:
Entity Reference Name = Blue_Flag_Vox
Goal # = 100
Goal Initial State = Inactive
Team Allowed To Use Goal = Blue
If goal # is inactive = 20
Owned by-For msg. and item glow = Red
Speak (Owner team) = !CTF_EFLAGBACK
Speak (non-owner team) = !CTF_FLAGBACK
Red flag return VOX
Create an info_tfgoal and give it the following keyvalues:
Entity Reference Name = Red_Flag_Vox
Goal # = 200
Goal Initial State = Inactive
Team Allowed To Use Goal = Red
If goal # is inactive = 10
Owned by-For msg. and item glow = Blue
Speak (Owner team) = !CTF_EFLAGBACK
Speak (non-owner team) = !CTF_FLAGBACK
Conclusion
Now you should have a working flag setup complete with capture Points and return VOX.