I once talked about an objective styled map, started working on it today and yesterday: I should note that the textured used are from mvally but I don't know the author of mvally so if anybody knows who it is I can ask him whether I can keep using them. *EDIT* And stfu about the sun
Looks pretty intresting! could use some more cover for infantery and the like, but i take it your allready working on that
I this idea: The BE made a super sekrit base somewhere in the mountains in some desert. In this base they can make, store and stack waffles like never before seen by human eyes. Powering this base is a massive cold fusion reactor, the objective for the NF is to build tanks escort style and try to take out the reactor deep inside the bowels of the base. There will be objectives underway like destoying a generator, pressing a button to make a bridge come down etc..
For some reason this reminds me of Mars [noparse]:D[/noparse] (Or the first level of TimeSplitters: Future Perfect)
Does -everything- have to be done with flags? Flags provide spawnpoints/crates (flags are proof of territory control). Doesn't make much sense that they'd be involved with objectives, unless your objective IS territory control.
To push a button as an objective, all a team needs is a sneaky scout. To capture a flag, triggering the switch, it takes a team push. Escort is an example of that. It takes the team to get the flags (usually) but a single scout to sneak over to the switch to allow heavies to roll in from behind the NF front line.
@Demented - Flags can be used for much more than that, i use them in TF2 for switches instead of actual switches to activate diff things such as an elevator. I have motion activated elevators on a few maps for infantry and flags can be setup so that scouts can trigger them. Well i know you can set it up so that scouts in OB engine can't trigger them
You can use actual switches in TF2? I'd heard you couldn't. Also, sneaky scouts have captured many a flag in Escort. <_<
I have thought about which team was to attack, but after a thousand rounds of escort I was in the mood for some NF med tanks. although I think the NF can win this, the heavy wont be very practical because if its shitty cornering and it is underarmed with no nukes compared to the BE heavy tank. But I experienced in escort that a BE med tank with HE cannon and Bio missile can be just as good as a heavy. As for the button, im not sure now after KILLX's comments.
you could make it so that two buttons need to be pressed at the same time, or with turnable button things (not sure what to call them other than knobs - think of like films where foreign people need to have two keys turned at once (I say foreign as I'm sure there was something with the royal navy where they decided that the two key method was daft and just used bike locks...)). that way you'd need two sneaky scouts / a team. Could actually be more flexible than flags as it means you can have the buttons a decent stretch apart, even with walls in between (although you should have glass etc to make one visible from the other). T
What entity should I use to make buildings respawn? Is it prop_physics_respawnable? I noticed that the large area in front of the base was not really used so I added an outpost and build able defenses for the Brenodi. The brenodi also have a VF in their base so there will be some tank fights in the open area. The flags are not linear so the NF can cap either the underground acces or the outpost first. Capturing the outpost opens the doors to the base for good so NF tanks can then enter. But infantry can already attack the base from the tunnels. They can also attack from an access point at the end of the gorge. I think this map needs large amounts of players to work properly but it could be fun to play!
In escort i used a point_template to respawn the VF, decompile the map and check it out. It uses a math_counter to allow for 3 respawns.