pl_Warpath

Macaroni

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May 18, 2008
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Warpath is one of my favorite maps. I got an excellent idea from soulnothing and decided to detail it here.
First of all, instead of one team trying to get it to the end of the track, there is one long track and a bomb that can be moved by either Red or Blu.

First, everyone spawns in the first spawn room regardless of position.
The cart starts on the bridge and can move either way. The cart is also a CP.
For example, Blu is pushing the cart along and they are eliminated. Then, Reds come in and capture it as they would a control point (scouts get double speed and the more people, the faster it caps) Once it is captured, Red can push it in the opposite direction.

It WILL take a very long time to win, so servers should set the max time very high or the map should award whoever's side of the map the cart was not on.

If anybody is interested in this, I have the warpath VMF's.

If you do finish it, acknowledge me as the person who sketched out the details of the idea, and soulnothing as the original idea.
 
Hmm love that idea so it would be like regular warpath. But both teams have to push the cart to the others base. I have no skill in map making but have wanted to learn.

My original thought was know it would be bloody hard to execute.
Blu starts out at first spawn . Red at bridge spawn. Keep moving forward Keeping one spawn between them. Again like goldrush. Get cart to enemy base. The twist i thought and would make it really hard to create i think. Is have a cp and actual cp by the tunnels and bridges. So if say red had control of the cp the cart would go over the bridge longer harder to defend. If blue captures it goes through tunnel, shorter but may be easier to defend. So teams would have to weigh which way they wanted to go and once the cart came close to the cp. It cant be changed its path is set.

However i think algebras idea is better gives an interesting twist to payload.
 
I think the cart mechanics would merely be a capture point, linked to whatever makes the cart move, and also linked to the dispenser action of the regular cart.
The cart itself would not be much more complicated than Goldrush's, the map would only need track, and, in the case of the switching track, some logic.
I wonder if you could access the radio menu and have a sort of team vote on which way to go...
That would be interesting but someone would have to make both the tunnel and the bridge equally viable, which would require some tricky editing.
Also, we might want to change the cart prop because the design indicates it is pushed from only one side. Maybe move the smokestack to the middle and balance all the irregularities in design, such as the bulge on the front.

This is becoming more and more plausible - if I have time today, I might take a crack at it.
Does anyone have any preferences for which version of Warpath I use?
I'll post a poll soon
 
Ok - I got a basic prototype of the cart itself (no capping action - just wanna make sure the cart moves as expected), a floor, skybox, and respawn room. However, the prop_dynamics don't show. The func_tracktrain works with sound + all but the model is invisible, as is the resupply locker prop. Help please.
Here is the vmf:
http://www.mediafire.com/?h1y1sfzxxdz

it's called bd_cart_p because I made up the prefix bd for bidirectional, cart because at this point, that's all it is, and p for prototype.
 
This is the same idea I had but the hud doesnt work for both teams when its a tug of war type pl map. The hud will only show for 1 team pushing. So unless Valve updates that, you will have to remove both teams from the hud or it will look odd.

ps,
I didnt test this myself, but this is what I have read.
 
Thanks for the tip!
Maybe if I use two cap points, and have two progress meters on the HUD, with one hidden when the other team is pushing.
Have you seen any "tug of war" maps?
Where did you find the information about the HUD?
 
Sacrifist gave us the go ahead i have asked him the extent of changes we can make. He will get back to me on that. Anyhow either way if we go tugwar what we are going to try first. Or regular pl. I think there are few things we can do to change for the map change setup time 60-80 seconds. Gives enough time to build uber set up sentries etc. Move the gate spawn up. Keep the block barrier in tact near spawn. If anybody has suggestion put em out we will try and work on them
 
I really don't think regular payload would work on any symmetrical map. Notice how in Goldrush, there are spots clearly intended for offense and defense. Warpath is not suitable for that sort of game, but more for equal-opposite objectives like cp or bidirectional payload. I really can't do anything on warpath until I have a working prototype but I am having issues with that too (see above)
 
very true mralgebra, but 2 carts is hard (for off n def), why not one cart that can go either way? that way past mid one team is def trying to push back to mid to become off and the other team, well you get the point
 
WOAH! I just found this mapping section on the website. A few days ago I posted something almost EXACTLY like this in the TF2 Division area. I LOVE LOVE LOVE this idea! Yes, it would take a long time to win but that is what warpath is all about... ;)
 
You guys read my mind, my idea though was a offense/defense map just like warpath except you could take different routes ie: under the bridge or over it.

I like this tug of war idea better, warpath is struggling so unless we come up with some better ideas it might get changed. This could be a big winner in my book, how many people are working on this?
 
Hmm... this idea is good, but the question is reversing direction of the cart. I know how you would do that, but I dont know how you would change the color, posession, etc.
 
you should add control points,there should be blocks on the way,and once the cart gets near the block,then you have to capture a point,to get the block out of the way,and the red ,or the attacking team has to come from a longer way,since they cant spawn so closely,meh,just an idea:rolleyes:
 
Does anybody know if there has been any progress on this map?
 
I would love to help but I'm still confused. What do you mean like just making a cart through the whole map and both teams need to push it to win or...

I really would love to help XD
 
Good idea, but I think it will take alot of time to win if the teams are even.
 
Me and mr algebra worked on it for awhile. I was very new to mapping at the time, and have since moved onto other projects. Really nothing concrete was made. We got the go ahead from the original developer, just link back to him. The problem lies in the fact that the map would only work if both teams played, i.e. both offense. The problem is two fold if i remember correctly. It was really hard to implement two carts into the map at the same time. Furhter if you wanted to have a single cart, that both teams can use. That was nearly impossible. There is also a limit to the number of caps allowed in a pl type map. Dont remember the number. Lastly the hud, can only show the cart going in one direction.

This may seem like a good concept. But there are a lot of hinderances, im not too familiar with pl. So im not the best source on this. I think it is very unlikely to see this completed. However i haven't kept up with the pl mapping community. So i am unsure as to whether or not a dual pl map has come out.
 
what if the pay load started in the middle and both teams could push it... might take a bit of modding but it could be done
even better if it could only be pushed by the civilian
 
Thats what we were working on. The problem lied in the dispensing mechanism, at the time we were unable to get the dispensing function to work properly. We tossed around two ideas, two carts, one for each team. Or one cart. Regardless the cart started on the bridge.


So it could be done with some mods. Like i stated i have moved on to other projects. Pl was to much for me at the time. DragonHill has really found the limits of pl. Hes working on one, and was telling me there currently, or at the time, was a cap limit. To 4 a stage. That may have changed, since then. Can't remember badlands count.

So the areas that would have to be patched.
The hud system.
Proper dispenser mechanism.
Cap point sets for each team.
etc.

Besides this looking at the layout seems like fun, but there would have to be quite a few modifications to the layout to make it a proper pl map. It could be done. However im still not skilled enough to work on a custom pl type.

Looking over the pl entry on the valve wiki, it should be doable the biggest problem appears to be the hud. I would actually still be interested in trying this. Especially that i am more aware of map making. However I'm too busy at the moment.
Im not the know all on the subject i know there are other people working on pl, and they would know the limits better.
 

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