Talk:TF2/Creating a Capture Point
Push CP Maps
How I do this? Example: cp_well
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. --Askiba 16:30, 7 Jan 2008 (PST)
- 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. --Askiba 20:17, 7 Jan 2008 (PST)
Don't really need to talk about the base
Does anyone else think that the part of the article about making the control point base is unnecessary? It tells you the exact textures to use and everything, this kind of makes control points seem lame if they all have the same base on them, in fact I haven't seen a single control point in any official tf2 map that looks like this. I'd suggest removing the base instructions and simply saying that you may want to have a base of some sort under the point, or at least some kind of marking showing where the capture area is. MrAltaco 14:26, 21 Feb 2008 (PST)
- The model base, the hazard stripe material and the capture zone overlay are all elements that we use on our cap points. Only the brush shape and textures are varied, but as the article says "Create capture zone floor brushes with same height as the border and pick whatever texture you want". This is consistent with our practice on the shipping TF2 maps. We use this elements uniformly so that players can quickly recognize capture points. --JeffLane 16:02, 21 Feb 2008 (PST)
- Ah. I see. I remembered that the hazard stripes were around every capture point, but I didn't really think about it very deeply. Come to think of it, I've seen quite a few custom maps with unmarked control point boundaries, and it turns out to be very confusing because you can't tell exactly when you're on the control point. MrAltaco 11:47, 23 Feb 2008 (PST)
I may be blind but...
how can you create a control point where a team already owns it, if you're making more than one control point on your map. Like i said, i dont know if it already said it, i looked through the whole thing and didnt find it.--Fire Tock 16:29, 15 Sep 2008 (PDT)
- nvm, doesnt mention in the article but in hammer in team_control_point default owner controls it.--Fire Tock 17:03, 15 Sep 2008 (PDT)
Can you change texture on cap?
I'm making a little experimental map for fun, and control point props are simply too large. Luckily, each point has a wall behind it, and i'm interested in making that wall team colored when capped. I know outputs and inputs are a thing, but it's all Greek to me. Rardaede (talk) 22:15, 26 March 2016 (UTC)