2Game Modes: KotH / 2Hill KotH Prefab including the files for a single and double version of King of the Hill.
| Author(s): ncyphe (added by ncyphe .) |
| Prefab Category: TF2 > Other/Misc |
Author's Readme/Notes:
[Included in Read Me]
This prefab include two version of the fun classic Game-mode "King of the Hill", a single Hill version and a double hill version.
[Author] ncyphe
[comment at] http://www.fpsbanana.com/members/271109
[personal info]
My second release of a gameplay mode in prefab form.
The Single Hill version is almost a direct rip from my map koth_twisted (http://www.fpsbanana.com/maps/38928) with a few minor changes for better appeal.
[Install instructions:] Extract this file into your prefabs folder, most likely located under the [orangebox/bin/] directory.
-=||=-
[KotH - Single Hill]
Prefab builds: "1hill"
Desc: In this game mode, there exists a single cap. The goal of each team is to take control of the cap, or "The Hill," and hold it untill your teams timer reaches 0. Each team has their own timer that is controled seperately. As each team retakes "The Hill," the timer of the team who lost "The Hill" will pause, while the new owners timer will resume where it left off. As the control over the hill flips control back and forth, the individual teams timers do not reset, resulting in a maximum amount of time the round can last.
Placement Suggestion: Remember that everyone will be fighting around the point so make sure the point is placed in an arena style enviornment capable of holding and providing strategic positions for the max allowable number of players. Spawn points should be placed fairly close, but not too close, to allow a fair amount of time for each team to get back into the fight.
Modding instructions are further down the page.
[KotH - Double Hill]
Prefab Builds:
-2Hill_needed_entities
-2Hill_Hill_A
-2Hill_Hill_B
Desc: Similar to how a game with a single hill is played, on each team must retain control over both points to allow thei timers to resume countdown.
Placement Suggestion: Similar to Single Hill, except both teams will be splitting up their resources. Feel free to split strategies for each point as you please. Arena style enviornments are still required; however, those enviornments do not have to be as large.
Please note: For this game mode, I had to do a lot more jerry-rigging than normal, this includes two unused and hidden cp's in the map. Be very carful that you do not delete anything.
-=|Modding Instructions for both game modes|=-
-To change the amount of time it takes to hold the hill, you can change the red and blu timers initial time values, but remember to keep them equal, and consider how long it might take for an opposing team to be able to retake the Hill.
-To change the number of rounds played, there is a logic counter with an initial value of 3, min value of 0 and max value of 5. If you increase the number of rounds above 5, you will need to make sure to reset the max round value higher than your initial starting value. Please note, you can not have the max value equal the min value, otherwise the counter will not properly fire the "end_game" entity once all the rounds have been played.
-The control point works as a normal contrl point, most setting can be changed as such, your most important value will be capture time. Make sure the time is not too long, otherwise it will make however is capturing it too easy of a target since all players on each team are fighting for the single cap.
If you have any problems or suggestions, feel free to post me at http://www.fpsbanana.com/members/271109 or leave comments at this prefabs Description page.
Enjoy, and have fun mapping.
[extra] There is a known bug involved with the double hill were I couldn't get the end game entity to properly work. If any of y'all figure out why it never worked, feel free to post me the reason why. |
| Added: 6 months ago |
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