nvm
Account Details | |
---|---|
SteamID64 | 76561198046694824 |
SteamID3 | [U:1:86429096] |
SteamID32 | STEAM_0:0:43214548 |
Country | Germany |
Signed Up | February 3, 2014 |
Last Posted | December 11, 2022 at 5:54 PM |
Posts | 88 (0 per day) |
Game Settings | |
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In-game Sensitivity | 4.0 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
400 |
Resolution |
1920x1080 |
Refresh Rate |
144 Hertz |
Hardware Peripherals | |
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Mouse | Zowie FK2 |
Keyboard | Coolermaster CM Storm (MX Browns) |
Mousepad | Steelseries QTC Heavy |
Headphones | Sennheiser 518 |
Monitor | BenQ XL2411 |
hooliyo is this popping or what
It's hard to say^^
To fill you in here is what is currently happening:
I have tried to reach out to the makers of staple 6v6 maps to talk with them about the conversion of their maps to this gamemode. I can convert their maps into Pointcapture after decompiling them but that results in some lighting issues, possibly performance decreases as well.
Only Snakewater has been converted using the original map files thanks to chojje providing them to me, gullywash, badlands and process work but are based on decompiled (flawed) versions.
Besides that, I am trying to make playetests more accessible by getting TF2Center staff to whitelist pointcapture maps on their website, this process seems to be taking quite a while.
Additionally I have been reaching out to a bunch of better known members in the community to get their feedback and ask for help getting tests started with this game mode but I am not getting many replies.
Generally, I want to ensure that the gamemode does not have any big annoying bugs before I think about making a tournament focused on seeing it in action happen.
So the best way to help is to get together some friends, download the files, play a match in this game mode, record it and tell me what you think/if you spotted any bugs. I opened a Discord Server but I admit I am not good at organising people so it has been largely inactive, however there are some people who seem interested in the project in it.
Discord Link: https://discordapp.com/invite/sVqeDcR
I also don't think conformity is enough of a reason to remove a map some people enjoy.
Also, take a look at this gamemode: https://www.teamfortress.tv/53629/pc-pointcapture-gamemode
[/shameless plug]
Together with the aforementioned removal of random elements, I would experiment with a few core class mechanics, especially Medics.
Medic Changes
Ubercharges: I think there is something fundamentally wrong about mechanics that allow players to accrue power over time without a proportionally increasing responsibility/risk of some sort.
In the case of Medigun design, it enables teams to hold onto e.g. Ubers as long as they want without drawbacks. I would try to introduce an overheating mechanic like this:
At 100%, Mediguns start overheating, while still accumulating more charge. The Mediguns slowly cool down to 100% while the Medic is not buffing/healing. At like 125% the Mediguns forcibly discharge (while also providing 125% charge duration).
In theory, this forces Medics to prioritize buffs/heals with the Medigun after 100% have been reached. This would make holding harder, as a team that defends while the charge is at 100+% can't continuously heal/buff every player but needs to be strategic about it. The perfect time to push would be at 120+% after all players had been buffed, waiting any longer would inevitably starve the team for buffs to varying degrees.
Overall, this could increase the speed of the game by making holding less viable.
Other Medic related things I would experiment with are:
- increasing the amount of damage Medics deal proportional to their charge-percentage
- giving Kritz an area of effect around the primary heal target, giving close by teammates mini-crits as well
- overhauling primaries to all heal teammates at a max rate across X amount of seconds (think current crossbow but not instant) while also building charge at a max rate that keeps build times the same as they are now
- making the Quick Fix a movement increasing Medigun that matches the heal targets speed to the Medic (Scouts are fast enough) and give increased reload & firing speed on "uber" while cutting the increased healing rate currently present
I have some interesting ideas for Pyro, Engi, Heavy and Spy but they aren't that refined.
5CP Changes
Besides class design, I would experiment with an altered version of TF2's 5CP gamemode on asymmetrical maps that are played in 2 halves with team switch. The gamemode logic exists (https://www.teamfortress.tv/53629/pc-pointcapture-gamemode) but progress is frozen as I have been putting off organizing playtests because it's hard. I am seriously considering just putting up some sort of prize pool for mixes/teams who record playtests that give the best feedback so I can finally decide how to continue development.
Following up on the suggestion by foxtrot, I made an alternative version of Snakewater (pc5_snakewater_a1b) as well as a simple test map. Thanks again to chojje for providing me with the original .vtf for Snakewater.
Everyone can download to try them out here.
pc5_snakewater_a1b is also available on serveme.tf (thanks again to Arie).
For discussions and future playtests, head over to our Discord.
foxtrotI feel like it'd be more intuitive if you received score depending on how many total points both teams captured[...]
I think you have a good point there, thank you for sharing it.
I did indeed want to have the rewards be non-linear, intending to always encourage pushing last over settling for "good enough" 3 out of 5 points a round in total.
But now that I think about it again, it's fair to reward defenders too and your scoring example does prove a point.
Additionally, with that method, it's easy to figure out how many rounds have been played in total, as you'd only have to divide the score total by five.
I might just go and compile a version with your scoring method later. Unfortunately no real conclusions can be reached before playtests happen, so please consider joining our Discord and inviting anyone who is interested in experimenting with 5CP.
Thanks again for your post!
EDIT: I shouldn't post first thing in the morning
I created a Discord server that everyone who is interested in discussing and playtesting Pointcapture can join using this link: https://discord.gg/sVqeDcR
Last night, some attempts have been made to test Pointcapture. Unfortunately, once the mix finally started, the teams were pretty uneven and the rounds were over so quickly, that the game modes changes didn't even come into effect.
Still, the following can be learned from it:
At least the way Pointcapture is played now,...
- ...the 5 minute round timer didn't feel too short/restrictive.
- ...Pointcapture doesn't differ from 5CP drastically, so it's easy for players to transition to it.
- ...it features gameplay very similar, if not identical to 5CP when the rounds are quick.
- ...mp_timelimit 30 and mp_windifference 25 feel like reasonable server settings.
- ...the main concern players still have is that the meta will solely consist of capturing 2nd, waiting for the last minute and pushing into last for "guaranteed 2 points" (which hasn't been observable so far).
To the last bullet point I will only say this much for now: Watch this clip and think about the implications :)
Huge thanks for nuze, who was very patient and persistent in getting players to participate in the playtest mix yesterday.
Thank you to everyone who participated and gave feedback so far!
ArieCool idea, I've uploaded the current maps to serveme.tf and have given you serveme premium so you can upload updated or new maps.
Wow, I really appreciate that!
Menachembasically i wanna play this
I thought about the question about how to run these maps too and came to the same conclusion. I would simply try mp_timelimit 30.
syphI'm happy someone finally did this.
I am happy the response has been so positive so far. :)
aierai cant wait for teams to camp mid instead
Hmm, I am not sure why you think that would be a good strategy. If a team camped on Mid and did nothing, they would get 1 out of 5 possible points that round. Please explain, I am trying to understand your point :)
nuzeI'm gonna put this on my server and see if people would be up for playing a mix on this tomorrow afternoon - if anyone's keen pm me
Thank you so much! I hope people will come to play, please make sure to share your feedback in this thread, I am looking forward to learning from it.
BumFreeze[...] i think the rest is a great idea but capturing should refresh the timer to 5 mins
Thanks for sharing!
A benefit of having rounds end every 5 minutes is that many rounds will be played. This also possibly lessens the impact of the strategy you described. It means that the value of 1 single round is not as great as it is in 5CP. Teams won't as easily be able to sit on a point lead and play passive. A team might decide to do so for 5 minutes, but after these 5 minutes a new mid fight might turn bad and net the enemy team a quick round win within just 2 or 3 minutes.
I don't know how it would play out but I am excited to move beyond theorycrafting and see teams play it. :)
chojjeCool initiative. If you have some lighting issues on Snake I can share the original .vmf and compile settings if you like.
That would be awesome! Thank your for your support and thank you for creating and maintaining Snakewater in the first place!
TL;DR: A different take on 5CP, focused on increasing the number of played rounds by limiting their duration, scoring rounds-wins more granularly, and making trade-kills matter.
Details:
Hi, in this post, I want to share a new TF2 game mode that has gone through numerous iterations over the past couple of years. Its minor adjustments aim at improving the flow of competitive matches.
What does it do?
- The 10-minute round timer is halved and doesn’t reset when control points are captured
- Winning the round bycapturing Last = 5 points instead of 1
- If the round timer hits zero, instead of a stalemate and round-reset, both teams score points relative to the number of CP's they own. (4 CPs = points, 1CP = 1 point)
Why?
As an answer to the question "Who wins at 0:00?" I'm interested in awarding teams the amount of score equivalent to the number of CPs they own. The scoring thereby differentiates between a team losing all points, having held Last, or having defended their 2nd.
To answer "What prevents teams with a point lead from locking enemy teams into their Last, ensuring them a 4-1 with the potential of a 5-0?" I am exploring changing respawn-times in favor of defending teams, making it harder to lock defenders in.
Example Match:
Round 1
RED owns BLU's 2nd when the timer reaches 0:00.
--> RED is in control of 4 points, BLU is in control of only 1, their last.
--> RED is awarded 4 points, BLU only 1.
--> RED 4:1 BLU
Round 2
BLU manages to capture RED's last control point before the timer reaches 0:00.
--> BLU has gained control of all points.
--> RED is awarded 0 points, BLU 5
--> RED 4:5 BLU
Round 3
After a frantic back and forth, BLU barely manages to secure Mid as the timer hits 0:00.
--> RED is in control of 2 points, BLU is in control of 3.
--> RED is awarded 2, BLU 3 points.
--> RED 6:8 BLU
Round 4
A prolonged stalemate is ended after 5 minutes, RED was in control of BLU's 2nd for most of the time, until the end.
--> RED is in control of 4 points, BLU 1.
--> RED is awarded 4, BLU 1 points.
--> RED 10:9 BLU
Round 5
After a dire looking 5 minutes, BLU manages to start capping Mid just before the timer hits 0:00, overtime is triggered.
BLU finds a way to extend their cap onto RED's 2nd and after a frantic fight, seizes control over it, turning the round from what seemed like a 2-3 net loss into a 4-1 nailbiter victory.
--> RED is in control of 1 point, BLU of 4.
--> RED is awarded 1 point, BLU 4.
--> RED 11:13 BLU
I provide links to my template for converting 5CP maps, documentation, and conversion guide below.
Neither the round time nor the capture point-scoring values are set in stone and can be adjusted if need be (see additional resources).
Installation:
Just subscribe to pc_snakewater on the Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2023558442
Ensure mp_match_end_at_timelimit 0 to prevent rounds from being cut short.
Additional resources:
https://drive.google.com/open?id=1wKm_DYmVnjRHsd4_Q40JdqAGq8oRHquK
Editable Maps:
https://drive.google.com/open?id=1wKm_DYmVnjRHsd4_Q40JdqAGq8oRHquK
5CP -> PC Conversion Guide:
https://docs.google.com/document/d/14shUFLDsQDbEZCZDfaChY-3hl9myCBGhtB94dwpBlsI/edit?usp=sharing
PC Documentation:
https://drive.google.com/open?id=1ZRpvUtdnrNU1aa1WSVSIoBZNi7GpYRCpmU0b-nd-Aws
Credit to:
- Arie for providing me with serveme.tf premium for tests and map uploads
- the creators of the original maps I stole (chojje, tovilovan, Arnold, Valve, ScorpioUprising,...) and their collaborators
- special thanks to chojje for providing me with the snakewater.vtf
- Sideshow for this video that got me working years ago
- UEAKCrash for his valuable mapping tutorials
- ABoojumSnark for his game mode library
- TF2maps.net for being an open, friendly and helpful community and resource
- Nuze for his interest and hosting the first chaotic mixes
- Lucrative for occasional chats
- cirlo for being very supportive and great to discuss ideas with
- nonagon and KevinIsPwn from TF2Stadium for enabling pointcapture tests on their platform (as well as building the badass site to begin with!)
- My friends Mark and Nagle for their support over the years
I am looking forward to the days Valve stops hosting TF2 Servers themselves and the resulting revival of Community Servers :)
This game will never die.