Feedback on the mapping features added with 2.23: Code: (from the changelog) Added: Mapping features as follows: Engineer buildable map objects now support repair and damage multipliers (http://wiki.empiresmod.com/index.php?title=Emp_eng_map_brush). New entity "emp_infantry_restrict" allows mappers restrict areas based on class and faction (http://wiki.empiresmod.com/index.php?title=Emp_inf_restrict). Added ability to restrict turret level per map and in emp_engineer_restrict.
Map object multipliers will be useful I'm sure, can't see any real use for the infantry restrict other than for escort type maps, but it would be useful for those I suspect, although I also may have a use for them in a map I'm making which works a bit like tropicvendetta to keep people out of the comm bunkers.
That sounds like a fantastic idea. Tony Sergi, the Valve contractor, suggested the method I used, but that filter sounds much better.
You still need an entity which can be made solid based on a filter, I don't know if func_brush can do that, I haven't tried it.
There is support in func_brush to do this for NPCs, it might be adaptable to player and team filters.
I have a new suggestion, could you add a keyvalue for flags which changes the behaviour of the capping system. When two sides are in the same cap zone, the flag will neutralise, but not capture in favour of either side. Basically you can neutralise a flag, but not capture it until you clear out all the enemies, it would make balancing flags a hell of a lot easier in some cases because it is often difficult to get the spawns to be a good distance away from the capture zone to allow teams time to neutralise, defend, and then capture. If we had this option we could make cap zones a lot bigger and make it so that all attackers have to do is hold out until it neutralises, then fight the standing garrison, and whoever is left with the most players will be able to either capture or recapture the flag. It seems more in keeping with the idea of a conflict in an area meaning that the control of that area is being contested, and prolonged conflict in that area would weaken the defenders and strengthen the attackers, so the defenders have to defend a larger area, while the attackers still have to beat the defenders once their spawn is cut off.
Well yes I can see it being far more useful than the current model, but the current model could be used for flags which are supposed to be harder to capture.