Hey guys! This is my first post, but I have been watching the TF2 competitive scene for a few years.
I've noticed that 5CP is only played in 6v6 and that the mode has some ongoing issues, especially that it tends to punish players for aggressive action. This leads to turtling and stalemates. I have edited a 5CP map to try and address this issue by making it so that:
- Only one capture point is unlocked at a time
- Points are scored for each capture
- One team wins by taking a lead of six points
I made a variety of other changes, including drastically lowering the time limits for the round and locking the mid point for a bit so that every class has a chance to get there for the opening fight. Unfortunately, Valve's .vmf files are from years and years back so the map is outdated, but the new rules seem to be working correctly.
My goal is to create a ruleset to make 5CP a more satisfying competitive experience, similar to what stopwatch did for A/D and Payload maps in the early days of TF2.
I have started a server to facilitate testing, if anyone is interested.
http://steamcommunity.com/sharedfiles/filedetails/?id=1326802575
184.59.220.151
Thanks for reading!
Hey guys! This is my first post, but I have been watching the TF2 competitive scene for a few years.
I've noticed that 5CP is only played in 6v6 and that the mode has some ongoing issues, especially that it tends to punish players for aggressive action. This leads to turtling and stalemates. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=1326802575]I have edited a 5CP map[/url] to try and address this issue by making it so that:
[list]
[*] Only one capture point is unlocked at a time
[*] Points are scored for each capture
[*] One team wins by taking a lead of six points
[/list]
I made a variety of other changes, including drastically lowering the time limits for the round and locking the mid point for a bit so that every class has a chance to get there for the opening fight. Unfortunately, Valve's .vmf files are from years and years back so the map is outdated, but the new rules seem to be working correctly.
My goal is to create a ruleset to make 5CP a more satisfying competitive experience, similar to what stopwatch did for A/D and Payload maps in the early days of TF2.
I have started a server to facilitate testing, if anyone is interested.
http://steamcommunity.com/sharedfiles/filedetails/?id=1326802575
184.59.220.151
Thanks for reading!
unfortunately, i failed to connect to your server a few times so i couldn't see exactly what was changed but i will give feedback on something that i know doesnt need to be tested.
NealKenneth ...and locking the mid point for a bit so that every class has a chance to get there for the opening fight.
this isn't necessary. whether or not a team caps the point before anyone else arrives to mid is completely irrelevant. you'll notice in any 6s match that teams dont actually start to play point during a midfight until the other team is leaving the fight or has wiped. and capping the point 3 seconds later because the other team capped it 20% before your team turned the tides on the midfight has minuscule impact on the rest of the round
once again, I haven't actually tested this because i couldn't connect to the server, so if this somehow would be altered by things you have changed then feel free to prove me wrong
edit: neat that you're trying to problem solve though, but as it stands the 6s format doesnt need to be flipped on its head, we just need the classes and unlocks to be balanced nicely
unfortunately, i failed to connect to your server a few times so i couldn't see exactly what was changed but i will give feedback on something that i know doesnt need to be tested.
[quote=NealKenneth] ...and locking the mid point for a bit so that every class has a chance to get there for the opening fight. [/quote]
this isn't necessary. whether or not a team caps the point before anyone else arrives to mid is completely irrelevant. you'll notice in any 6s match that teams dont actually start to play point during a midfight until the other team is leaving the fight or has wiped. and capping the point 3 seconds later because the other team capped it 20% before your team turned the tides on the midfight has minuscule impact on the rest of the round
once again, I haven't actually tested this because i couldn't connect to the server, so if this somehow would be altered by things you have changed then feel free to prove me wrong
edit: neat that you're trying to problem solve though, but as it stands the 6s format doesnt need to be flipped on its head, we just need the classes and unlocks to be balanced nicely
The mid point being unlocked is very relevant because forward spawns, making playing the point viable during extended midfights and also helps with rolling through second. It being locked makes no sense.
Also one point being unlocked at a time? And teams dont win by capping last but by capping 6 more times than the other team? None of this makes to me please explain.
The mid point being unlocked is very relevant because forward spawns, making playing the point viable during extended midfights and also helps with rolling through second. It being locked makes no sense.
Also one point being unlocked at a time? And teams dont win by capping last but by capping 6 more times than the other team? None of this makes to me please explain.
NealKenneth192.168.0.107:27015
Do I tell him ?
[quote=NealKenneth]
192.168.0.107:27015
[/quote]
Do I tell him ?
TwiiKuuNealKenneth192.168.0.107:27015
Do I tell him ?
lmfao
[quote=TwiiKuu][quote=NealKenneth]
192.168.0.107:27015
[/quote]
Do I tell him ?[/quote]
lmfao
TwiiKuuNealKenneth192.168.0.107:27015
Do I tell him ?
oof
[quote=TwiiKuu][quote=NealKenneth]
192.168.0.107:27015
[/quote]
Do I tell him ?[/quote]
oof
Did I do something wrong? haha...I only started working with Hammer and servers a few weeks ago so I make a lot of mistakes :/
Did I do something wrong? haha...I only started working with Hammer and servers a few weeks ago so I make a lot of mistakes :/
GrapeJuiceIIIi will give feedback on something that i know doesnt need to be tested.NealKenneth ...and locking the mid point for a bit so that every class has a chance to get there for the opening fight.
this isn't necessary. whether or not a team caps the point before anyone else arrives to mid is completely irrelevant.
kpcThe mid point being unlocked is very relevant because forward spawns, making playing the point viable during extended midfights and also helps with rolling through second. It being locked makes no sense.
Also one point being unlocked at a time? And teams dont win by capping last but by capping 6 more times than the other team? None of this makes to me please explain.
In both of these cases, it's the changes working all together that sorta answer the questions (hopefully.) Come play it and you will see! :)
[quote=GrapeJuiceIII]i will give feedback on something that i know doesnt need to be tested.
[quote=NealKenneth] ...and locking the mid point for a bit so that every class has a chance to get there for the opening fight. [/quote]
this isn't necessary. whether or not a team caps the point before anyone else arrives to mid is completely irrelevant.[/quote] [quote=kpc]The mid point being unlocked is very relevant because forward spawns, making playing the point viable during extended midfights and also helps with rolling through second. It being locked makes no sense.
Also one point being unlocked at a time? And teams dont win by capping last but by capping 6 more times than the other team? None of this makes to me please explain.[/quote]In both of these cases, it's the changes working all together that sorta answer the questions (hopefully.) Come play it and you will see! :)
NealKennethDid I do something wrong? haha...I only started working with Hammer and servers a few weeks ago so I make a lot of mistakes :/
you posted your internal IP address; people outside of your network are not able to connect to your server
[quote=NealKenneth]Did I do something wrong? haha...I only started working with Hammer and servers a few weeks ago so I make a lot of mistakes :/[/quote]
you posted your internal IP address; people outside of your network are not able to connect to your server
Okay I think I finally have the server working properly: the address is 184.59.220.151
Okay I think I finally have the server working properly: the address is 184.59.220.151
does your map need any specific timelimit/winlimit values or can it be used with regular comp. 5CP configs?
does your map need any specific timelimit/winlimit values or can it be used with regular comp. 5CP configs?
Some of the rules are specific to the map, some are specific to the server. Any 5CP map can be set up with the proper rules in a few minutes (if you have the .vmf file) and the server settings are quite basic as well.
Some of the rules are specific to the map, some are specific to the server. Any 5CP map can be set up with the proper rules in a few minutes (if you have the .vmf file) and the server settings are quite basic as well.
NealKenneth
please keep going and dont stop, ur doing gods work
im more than happy to donate to help fund your/our progress
god bles https://www.youtube.com/watch?v=W97Hztb6_5I
[quote=NealKenneth][/quote]
please keep going and dont stop, ur doing gods work
im more than happy to donate to help fund your/our progress
god bles https://www.youtube.com/watch?v=W97Hztb6_5I
[*] Only one capture point is unlocked at a time
What does this mean?? My eu brain cant comprehend it
[*] Only one capture point is unlocked at a time
What does this mean?? My eu brain cant comprehend it
also please work on the medic class goddamn its so overdue
also please work on the medic class goddamn its so overdue
if u cant find a way to make healing take skill then just delete him
if u cant find a way to make healing take skill then just delete him
How come when i let the bots cap 2nd after a minute last got locked and 2nd unlocked?
is this a design change or something because I can't see it listed in the original post.
Also this might be better as a sourcemod plugin if possible so you don't have to make custom versions of every map.
How come when i let the bots cap 2nd after a minute last got locked and 2nd unlocked?
is this a design change or something because I can't see it listed in the original post.
Also this might be better as a sourcemod plugin if possible so you don't have to make custom versions of every map.
EasyEHow come when i let the bots cap 2nd after a minute last got locked and 2nd unlocked?
is this a design change or something because I can't see it listed in the original post.
Also this might be better as a sourcemod plugin if possible so you don't have to make custom versions of every map.
Unfortunately, it took me days to figure out how to even do this to the one map...so making a plugin might take a very long time. I'm not even sure its possible!
For the question about 2nd point: this is a design change. I want to preserve the back and forth struggle that is 5CP as much as possible, all I am trying to do is focus the mode to avoid turtling, stalemating and general cheeziness.
[quote=EasyE]How come when i let the bots cap 2nd after a minute last got locked and 2nd unlocked?
is this a design change or something because I can't see it listed in the original post.
Also this might be better as a sourcemod plugin if possible so you don't have to make custom versions of every map.[/quote] Unfortunately, it took me days to figure out how to even do this to the one map...so making a plugin might take a very long time. I'm not even sure its possible!
For the question about 2nd point: this is a design change. I want to preserve the back and forth struggle that is 5CP as much as possible, all I am trying to do is focus the mode to avoid turtling, stalemating and general cheeziness.