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yurisuika

Somewhat Threatening Sniper
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View from spawn room sees through the map.
 

Percilius

Totally Ordinary Human
Contributor
FF2 Balancer
I think this map had an earlier version too because when the map first got added there was no problem with it, except for what chicago ben pointed out.
 

Cream Tea

Epic Skial Regular
Legendary Mapper
Yeah the glitchy door was an error on the map from when I recompiled the map. I'll upload a version without the problem.
 
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Reactions: Percilius

FATHER

Uncharitable Spy
Contributor
you can cap it in-game, but the round won't end (regardless of how many players there are). It will show in the kill feed that you capped as well. I'm not sure if the round ends when you cap where there's less than two players like its supposed to.
 

(G-S.N) Chicago Ben

Somewhat Threatening Sniper
@Meme Tea ( ͡° ͜ʖ ͡°)
Your cap has a few mistakes and I get what your going for in this picture I think in that you wanted to make it so 3 players are needed to cap?
https://imgur.com/0OFfXVC You shouldn't mess with that so much as the vsh plugin does a lot of that stuff already.

Just make the tf_logic_arena have a longer time before cap is enabled ?

Most vsh maps have it like this : https://imgur.com/P2qOd0z 1 player needed for each cap and a 15 second cap vs this map having a 4 sec cap.

You made a 4 second cap on a map this large? On a map like this should be 15-25 seconds to cap, remember that the time it says doesn't consider capture rates (pain train,scouts etc.)

https://developer.valvesoftware.com/wiki/Creating_a_Capture_Point
""""As mentioned above, three entities play a key role in creating a working capture point. They are trigger_capture_area, team_control_point, and team_control_point_master. In this step, we are going to create and play around with them."""""
https://imgur.com/66NBGVf like this. I never found a team_control point master on the map just a tf_logic_arena (you should have most your logic stuff near each other for organizational purposes btw) and that is prob whats causing the cap issues.

Fix the team_control_point as well you changed a few things when that entity shouldn't really be touched unless you wanna flag the 2 middle check-boxes and have an input from tf_logic_arena - Oncapenabled -showmodel-0-0-0 outside I wouldn't fiddle with it.

Also use alt - P shortcut in hammer to see errors and fix the "no player start" error. (Could just be my faulty decompiled version of the map but fix em if they are there.)
 

Cream Tea

Epic Skial Regular
Legendary Mapper
@Meme Tea ( ͡° ͜ʖ ͡°)
Your cap has a few mistakes and I get what your going for in this picture I think in that you wanted to make it so 3 players are needed to cap?
https://imgur.com/0OFfXVC You shouldn't mess with that so much as the vsh plugin does a lot of that stuff already.

Just make the tf_logic_arena have a longer time before cap is enabled ?

Most vsh maps have it like this : https://imgur.com/P2qOd0z 1 player needed for each cap and a 15 second cap vs this map having a 4 sec cap.

You made a 4 second cap on a map this large? On a map like this should be 15-25 seconds to cap, remember that the time it says doesn't consider capture rates (pain train,scouts etc.)

https://developer.valvesoftware.com/wiki/Creating_a_Capture_Point
""""As mentioned above, three entities play a key role in creating a working capture point. They are trigger_capture_area, team_control_point, and team_control_point_master. In this step, we are going to create and play around with them."""""
https://imgur.com/66NBGVf like this. I never found a team_control point master on the map just a tf_logic_arena (you should have most your logic stuff near each other for organizational purposes btw) and that is prob whats causing the cap issues.

Fix the team_control_point as well you changed a few things when that entity shouldn't really be touched unless you wanna flag the 2 middle check-boxes and have an input from tf_logic_arena - Oncapenabled -showmodel-0-0-0 outside I wouldn't fiddle with it.

Also use alt - P shortcut in hammer to see errors and fix the "no player start" error. (Could just be my faulty decompiled version of the map but fix em if they are there.)

I never touched the cap point but if it's a problem then it should be fixed.
 

(G-S.N) Chicago Ben

Somewhat Threatening Sniper
so fix the map and remove the current one from its rotation as it has a leaking areaportal at spawn, pixel walking areas in hard to reach cliffs, and the cap doesn't work.
 

Cream Tea

Epic Skial Regular
Legendary Mapper
I see, I had imagined it would be like a displacement sticking out by 1 unit, but yeah that can be fixed.

Or we could just remove this map it was garbage to begin with.