CONTROL POINTS (Name of the Gametype, Not the Map) Hello everyone, Today I am bringing a Preview of my Unnamed map, and a modified Invasion gametype named "Control points." It is based off the gametype "Control Point" from TF2. (I totally didn't copy the name.) So the point of the game is to take/defend the three points in order. Simple enough? Blue spawn Green and Grenade Launcher Teleporter to Blue Balcony Blue Balcony Control Point 1 Rocket Spawn Control Point 2 Sniper Spawn Control Point 3 Red lift/ Concussion Spawn The whole map is completely open, meaning that there are no "Gates" between phases blocking off the map, and there are weapons laid out to make the map not seem like Invasion and more like Territories or Slayer. It does work with Slayer, CTF, KOTH, Oddball, and Stockpile currently. Though I need to do some test runs to get the spawns/weapons laid out correctly. MAP LAYOUT
I take it this is based off of TF2? I was just wondering though, how do you plan on making it so that a team can lose a control point and advance towards the other ones?
It is based off the TF2 (Sorry, I spaced out in the middle of writing that sentence and forgot to finish it.) But its not going to be a "Replica" of the gametype, just similar. There are 3 phases in each Invasion game, and each Circle is a phase you have to cap, then it will unlock the next one, and ect. Just like invasion, just not two capture points per phase.
I really want this to be as amazing as TF2 is. You should experiment with the loadouts as well. See what you can do to make each play differently. Also make sure there is no advantage for either team either attacking or defending a point. Also there can be no (or at least as best as you can) spawn killing. From what I can tell you have a good start Friend request me on xbox and I would love to take a closer loo at this map and game. original name by the way. =P
Do you plan to set this up for territories or three plot? I really like how you have each area centered around the territory. That's not something people often take the time to do.
I don't want it to be a Team Fortress 2 remake, cause that always seems to go wrong....Horribly wrong. Blue team are spartans and Red team are elites (I think i'mma switch it around though) But there are only two loadouts, AR and Magnum with 2 frags (Plasmas for elites) and DMR and 1 Frag (1 plasma for elites.) I want to make this as balanced as possible while keeping a Slayer and Objective feel to it. It is set up for Territories now, but I'm not 100% sure how it would play, because its designed for red team to have access to all three points to defend them, and blue team has to work to get to the points. I would have to do some tests on it to see if it would work. I might make red team spawn somewhere else for that gametype.
If you don't know howto recreate the classes, i got some examples here: Medic: Drop Shield Plasma Rifle Scout: Shotgun Golf Club Sprint 1 Frag Grenadier: Grenade Launcher 1 Frag Spy: Active Camo Magnum Firebase: Needler 1 Frag
Exactly. You can't make everything balanced like TF2. So to keep it as balanced as possible, I'm only giving two classes. DMR and AR classes, basically. But keep in mind this works for CTF, KOTH, Oddball, Territories, and Stockpile.
If only you could somehow edit the traits of each individual loadout... and maybe give the option for a turret starting weapon... suggestion for 343 possibly?
I'm just saying that would offer a lot more options for gameplay as well as an accurate TF2 remake... Although inspired maps are good too.
Alright, I think I have the map up to par for this version, but I AM planning on moving it somewhere else so that it can provide more money, and have real grass, instead of tin cups and rocks! I will submit this to the TG soon so expect seeing a Download link soon. [br][/br]Edited by merge: I have Updated the OP to show more of the map, and to prepare for posting if it does good in the TG.