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pc_pointcapture (gamemode)
1
#1
0 Frags +

TL;DR: A different take on 5CP, focused on increasing the number of played rounds by limiting their duration, scoring rounds-wins more granularly, and making trade-kills matter.

Details:
Hi, in this post, I want to share a new TF2 game mode that has gone through numerous iterations over the past couple of years. Its minor adjustments aim at improving the flow of competitive matches.

What does it do?

  • The 10-minute round timer is halved and doesn’t reset when control points are captured
  • Winning the round bycapturing Last = 5 points instead of 1
  • If the round timer hits zero, instead of a stalemate and round-reset, both teams score points relative to the number of CP's they own. (4 CPs = points, 1CP = 1 point)

Why?

Show Content
I am personally interested in seeing competitive matches with a higher amount of played rounds. I feel it's anticlimactic to have matches with very few, drawn-out rounds. Usually, my favorite action happens when the time pressures both teams to make a move. That's why I want to see rounds with a capped duration and more rounds in total. Limiting rounds to 5 Minutes (+Overtime interesting implications) accomplishes that.
As an answer to the question "Who wins at 0:00?" I'm interested in awarding teams the amount of score equivalent to the number of CPs they own. The scoring thereby differentiates between a team losing all points, having held Last, or having defended their 2nd.
To answer "What prevents teams with a point lead from locking enemy teams into their Last, ensuring them a 4-1 with the potential of a 5-0?" I am exploring changing respawn-times in favor of defending teams, making it harder to lock defenders in.

Example Match:
Round 1
RED owns BLU's 2nd when the timer reaches 0:00.
--> RED is in control of 4 points, BLU is in control of only 1, their last.
--> RED is awarded 4 points, BLU only 1.
--> RED 4:1 BLU

Round 2
BLU manages to capture RED's last control point before the timer reaches 0:00.
--> BLU has gained control of all points.
--> RED is awarded 0 points, BLU 5
--> RED 4:5 BLU

Round 3
After a frantic back and forth, BLU barely manages to secure Mid as the timer hits 0:00.
--> RED is in control of 2 points, BLU is in control of 3.
--> RED is awarded 2, BLU 3 points.
--> RED 6:8 BLU

Round 4
A prolonged stalemate is ended after 5 minutes, RED was in control of BLU's 2nd for most of the time, until the end.
--> RED is in control of 4 points, BLU 1.
--> RED is awarded 4, BLU 1 points.
--> RED 10:9 BLU

Round 5
After a dire looking 5 minutes, BLU manages to start capping Mid just before the timer hits 0:00, overtime is triggered.
BLU finds a way to extend their cap onto RED's 2nd and after a frantic fight, seizes control over it, turning the round from what seemed like a 2-3 net loss into a 4-1 nailbiter victory.
--> RED is in control of 1 point, BLU of 4.
--> RED is awarded 1 point, BLU 4.
--> RED 11:13 BLU

I provide links to my template for converting 5CP maps, documentation, and conversion guide below.

Neither the round time nor the capture point-scoring values are set in stone and can be adjusted if need be (see additional resources).

Installation:
Just subscribe to pc_snakewater on the Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2023558442

Ensure mp_match_end_at_timelimit 0 to prevent rounds from being cut short.

Additional resources:

Show Content

Credit to:

  • Arie for providing me with serveme.tf premium for tests and map uploads
  • the creators of the original maps I stole (chojje, tovilovan, Arnold, Valve, ScorpioUprising,...) and their collaborators
  • special thanks to chojje for providing me with the snakewater.vtf
  • Sideshow for this video that got me working years ago
  • UEAKCrash for his valuable mapping tutorials
  • ABoojumSnark for his game mode library
  • TF2maps.net for being an open, friendly and helpful community and resource
  • Nuze for his interest and hosting the first chaotic mixes
  • Lucrative for occasional chats
  • cirlo for being very supportive and great to discuss ideas with
  • nonagon and KevinIsPwn from TF2Stadium for enabling pointcapture tests on their platform (as well as building the badass site to begin with!)

  • My friends Mark and Nagle for their support over the years
[h]TL;DR[/h]: A different take on 5CP, focused on increasing the number of played rounds by limiting their duration, scoring rounds-wins more granularly, and making trade-kills matter.

[h]Details:[/h]
Hi, in this post, I want to share a new TF2 game mode that has gone through numerous iterations over the past couple of years. Its minor adjustments aim at improving the flow of competitive matches.

[h]What does it do?[/h]
[list]
[*] The 10-minute round timer is halved and doesn’t reset when control points are captured
[*] Winning the round bycapturing Last = 5 points instead of 1
[*] If the round timer hits zero, instead of a stalemate and round-reset, both teams score points relative to the number of CP's they own. (4 CPs = points, 1CP = 1 point)

[/list]

[h]Why?[/h]
[spoiler]
I am personally interested in seeing competitive matches with a higher amount of played rounds. I feel it's anticlimactic to have matches with very few, drawn-out rounds. Usually, my favorite action happens when the time pressures both teams to make a move. That's why I want to see rounds with a capped duration and more rounds in total. Limiting rounds to 5 Minutes (+Overtime[url=https://clips.twitch.tv/TastyEntertainingFlamingoRiPepperonis] interesting implications[/url]) accomplishes that.
As an answer to the question "Who wins at 0:00?" I'm interested in awarding teams the amount of score equivalent to the number of CPs they own. The scoring thereby differentiates between a team losing all points, having held Last, or having defended their 2nd.
To answer "What prevents teams with a point lead from locking enemy teams into their Last, ensuring them a 4-1 with the potential of a 5-0?" I am exploring changing respawn-times in favor of defending teams, making it harder to lock defenders in.
[/spoiler]

[h][b]Example Match:[/b] [/h]
Round 1
RED owns BLU's 2nd when the timer reaches 0:00.
--> RED is in control of 4 points, BLU is in control of only 1, their last.
--> RED is awarded 4 points, BLU only 1.
--> [b]RED 4:1 BLU[/b]

Round 2
BLU manages to capture RED's last control point before the timer reaches 0:00.
--> BLU has gained control of all points.
--> RED is awarded 0 points, BLU 5
--> [b]RED 4:5 BLU[/b]

Round 3
After a frantic back and forth, BLU barely manages to secure Mid as the timer hits 0:00.
--> RED is in control of 2 points, BLU is in control of 3.
--> RED is awarded 2, BLU 3 points.
--> [b]RED 6:8 BLU[/b]

Round 4
A prolonged stalemate is ended after 5 minutes, RED was in control of BLU's 2nd for most of the time, until the end.
--> RED is in control of 4 points, BLU 1.
--> RED is awarded 4, BLU 1 points.
--> [b]RED 10:9 BLU[/b]

Round 5
After a dire looking 5 minutes, BLU manages to start capping Mid just before the timer hits 0:00, [url=https://clips.twitch.tv/TastyEntertainingFlamingoRiPepperonis] overtime is triggered[/url].
BLU finds a way to extend their cap onto RED's 2nd and after a frantic fight, seizes control over it, turning the round from what seemed like a 2-3 net loss into a 4-1 nailbiter victory.
--> RED is in control of 1 point, BLU of 4.
--> RED is awarded 1 point, BLU 4.
--> [b]RED 11:13 BLU[/b]

I provide links to my template for converting 5CP maps, documentation, and conversion guide below.

Neither the round time nor the capture point-scoring values are set in stone and can be adjusted if need be (see additional resources).


[h]Installation: [/h]
Just subscribe to pc_snakewater on the Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2023558442

Ensure [b]mp_match_end_at_timelimit 0[/b] to prevent rounds from being cut short.

[h]Additional resources:[/h]
[spoiler]
[b]Playable Maps:[/b]
https://drive.google.com/open?id=1wKm_DYmVnjRHsd4_Q40JdqAGq8oRHquK

[b]Editable Maps:[/b]
https://drive.google.com/open?id=1wKm_DYmVnjRHsd4_Q40JdqAGq8oRHquK

[b]5CP -> PC Conversion Guide: [/b]
https://docs.google.com/document/d/14shUFLDsQDbEZCZDfaChY-3hl9myCBGhtB94dwpBlsI/edit?usp=sharing

[b]PC Documentation[/b]:
https://drive.google.com/open?id=1ZRpvUtdnrNU1aa1WSVSIoBZNi7GpYRCpmU0b-nd-Aws
[/spoiler]

[h]Credit to: [/h]
[list]
[*] Arie for providing me with serveme.tf premium for tests and map uploads
[*] the creators of the original maps I stole (chojje, tovilovan, Arnold, Valve, ScorpioUprising,...) and their collaborators
[*] special thanks to chojje for providing me with the snakewater.vtf
[*] Sideshow for [url=https://www.youtube.com/watch?v=LDM5ThcDRiQ]this[/url] video that got me working years ago
[*] UEAKCrash for his valuable mapping tutorials
[*] ABoojumSnark for his game mode library
[*] TF2maps.net for being an open, friendly and helpful community and resource
[*] Nuze for his interest and hosting the first chaotic mixes
[*] Lucrative for occasional chats
[*] cirlo for being very supportive and great to discuss ideas with
[*] [b]nonagon and KevinIsPwn from TF2Stadium for enabling pointcapture tests on their platform (as well as building the badass site to begin with!)[/b]

[*] My friends Mark and Nagle for their support over the years
[/list]
2
#2
4 Frags +

seems interesting

seems interesting
3
#3
9 Frags +

purely theorycrafting but if the timer doesn't go back to 5 mins after points are captured then there is going to be a LOT of emphasis on the midfight and teams on their last are going to have a hard time coming back in a round.

also this could lead to teams waiting for there to be 1 min on the timer before pushing last for a GUARANTEED round win. (push succeeds they get 5 points, push fails theyll still get 2).

i think the rest is a great idea but capturing should refresh the timer to 5 mins

purely theorycrafting but if the timer doesn't go back to 5 mins after points are captured then there is going to be a LOT of emphasis on the midfight and teams on their last are going to have a hard time coming back in a round.

also this could lead to teams waiting for there to be 1 min on the timer before pushing last for a GUARANTEED round win. (push succeeds they get 5 points, push fails theyll still get 2).

i think the rest is a great idea but capturing should refresh the timer to 5 mins
4
#4
cp_snakewater
13 Frags +

Cool initiative. If you have some lighting issues on Snake I can share the original .vmf and compile settings if you like.

Cool initiative. If you have some lighting issues on Snake I can share the original .vmf and compile settings if you like.
5
#5
4 Frags +
BumFreeze[...] i think the rest is a great idea but capturing should refresh the timer to 5 mins

Thanks for sharing!
A benefit of having rounds end every 5 minutes is that many rounds will be played. This also possibly lessens the impact of the strategy you described. It means that the value of 1 single round is not as great as it is in 5CP. Teams won't as easily be able to sit on a point lead and play passive. A team might decide to do so for 5 minutes, but after these 5 minutes a new mid fight might turn bad and net the enemy team a quick round win within just 2 or 3 minutes.
I don't know how it would play out but I am excited to move beyond theorycrafting and see teams play it. :)

chojjeCool initiative. If you have some lighting issues on Snake I can share the original .vmf and compile settings if you like.

That would be awesome! Thank your for your support and thank you for creating and maintaining Snakewater in the first place!

[quote=BumFreeze][...] i think the rest is a great idea but capturing should refresh the timer to 5 mins[/quote]

Thanks for sharing!
A benefit of having rounds end every 5 minutes is that many rounds will be played. This also possibly lessens the impact of the strategy you described. It means that the value of 1 single round is not as great as it is in 5CP. Teams won't as easily be able to sit on a point lead and play passive. A team might decide to do so for 5 minutes, but after these 5 minutes a new mid fight might turn bad and net the enemy team a quick round win within just 2 or 3 minutes.
I don't know how it would play out but I am excited to move beyond theorycrafting and see teams play it. :)


[quote=chojje]Cool initiative. If you have some lighting issues on Snake I can share the original .vmf and compile settings if you like.[/quote]
That would be awesome! Thank your for your support and thank you for creating and maintaining Snakewater in the first place!
6
#6
10 Frags +

i cant wait for teams to camp mid instead

i cant wait for teams to camp mid instead
7
#7
3 Frags +

I'm gonna put this on my server and see if people would be up for playing a mix on this tomorrow afternoon - if anyone's keen pm me

I'm gonna put this on my server and see if people would be up for playing a mix on this tomorrow afternoon - if anyone's keen pm me
8
#8
5 Frags +
aierai cant wait for teams to camp mid instead

Hmm, I am not sure why you think that would be a good strategy. If a team camped on Mid and did nothing, they would get 1 out of 5 possible points that round. Please explain, I am trying to understand your point :)

nuzeI'm gonna put this on my server and see if people would be up for playing a mix on this tomorrow afternoon - if anyone's keen pm me

Thank you so much! I hope people will come to play, please make sure to share your feedback in this thread, I am looking forward to learning from it.

[quote=aiera]i cant wait for teams to camp mid instead[/quote]

Hmm, I am not sure why you think that would be a good strategy. If a team camped on Mid and did nothing, they would get 1 out of 5 possible points that round. Please explain, I am trying to understand your point :)

[quote=nuze]I'm gonna put this on my server and see if people would be up for playing a mix on this tomorrow afternoon - if anyone's keen pm me[/quote]

Thank you so much! I hope people will come to play, please make sure to share your feedback in this thread, I am looking forward to learning from it.
9
#9
0 Frags +

I'm happy someone finally did this.

I'm happy someone finally did this.
10
#10
serveme.tf
7 Frags +

Cool idea, I've uploaded the current maps to serveme.tf and have given you serveme premium so you can upload updated or new maps.

Cool idea, I've uploaded the current maps to serveme.tf and have given you serveme premium so you can upload updated or new maps.
11
#11
1 Frags +

having the time reset would defeat the whole purpose of awarding rounds in a set timeframe. at the end of 5 minutes, somebody is going to get some points and it will ostensibly be the team that played more aggressively. this defeats the whole point of stalemating for more than a minute or two, trying to run down the timer to win the whole shebang. maybe if a team only needed one more point to win they might take mid and then just try to hold down the fort for 5 minutes max, but thats still better than a max of 10.

I'm trying to work out in my head how a 5pc league would structure matches. i think that this points system either needs adjustment, or you need a maximum number of rounds. if you only need 10 points or less to win, getting rolled from mid twice would lose you the entire game. ive been part of plenty of games where we got rolled from mid twice but still made a decently even game happen. on the other hand if you need something like 20 points, and you have extremely even teams only getting 1-2 points every 5 minutes, you would have a ridiculously long game on your hands. or maybe we just stick with a 30 minute format?

basically i wanna play this

having the time reset would defeat the whole purpose of awarding rounds in a set timeframe. at the end of 5 minutes, somebody is going to get some points and it will ostensibly be the team that played more aggressively. this defeats the whole point of stalemating for more than a minute or two, trying to run down the timer to win the whole shebang. maybe if a team only needed one more point to win they might take mid and then just try to hold down the fort for 5 minutes max, but thats still better than a max of 10.

I'm trying to work out in my head how a 5pc league would structure matches. i think that this points system either needs adjustment, or you need a maximum number of rounds. if you only need 10 points or less to win, getting rolled from mid twice would lose you the entire game. ive been part of plenty of games where we got rolled from mid twice but still made a decently even game happen. on the other hand if you need something like 20 points, and you have extremely even teams only getting 1-2 points every 5 minutes, you would have a ridiculously long game on your hands. or maybe we just stick with a 30 minute format?

basically i wanna play this
12
#12
2 Frags +

nice

nice
13
#13
5 Frags +
ArieCool idea, I've uploaded the current maps to serveme.tf and have given you serveme premium so you can upload updated or new maps.

Wow, I really appreciate that!

Menachembasically i wanna play this

I thought about the question about how to run these maps too and came to the same conclusion. I would simply try mp_timelimit 30.

syphI'm happy someone finally did this.

I am happy the response has been so positive so far. :)

[quote=Arie]Cool idea, I've uploaded the current maps to serveme.tf and have given you serveme premium so you can upload updated or new maps.[/quote]
Wow, I really appreciate that!

[quote=Menachem]basically i wanna play this[/quote]
I thought about the question about how to run these maps too and came to the same conclusion. I would simply try mp_timelimit 30.

[quote=syph]I'm happy someone finally did this.[/quote]

I am happy the response has been so positive so far. :)
14
#14
2 Frags +

Looking for gamers now!

Looking for gamers now!
15
#15
10 Frags +

Last night, some attempts have been made to test Pointcapture. Unfortunately, once the mix finally started, the teams were pretty uneven and the rounds were over so quickly, that the game modes changes didn't even come into effect.
Still, the following can be learned from it:

At least the way Pointcapture is played now,...

  • ...the 5 minute round timer didn't feel too short/restrictive.
  • ...Pointcapture doesn't differ from 5CP drastically, so it's easy for players to transition to it.
  • ...it features gameplay very similar, if not identical to 5CP when the rounds are quick.
  • ...mp_timelimit 30 and mp_windifference 25 feel like reasonable server settings.
  • ...the main concern players still have is that the meta will solely consist of capturing 2nd, waiting for the last minute and pushing into last for "guaranteed 2 points" (which hasn't been observable so far).

To the last bullet point I will only say this much for now: Watch this clip and think about the implications :)

Huge thanks for nuze, who was very patient and persistent in getting players to participate in the playtest mix yesterday.

Thank you to everyone who participated and gave feedback so far!

Last night, some attempts have been made to test Pointcapture. Unfortunately, once the mix finally started, the teams were pretty uneven and the rounds were over so quickly, that the game modes changes didn't even come into effect.
Still, the following can be learned from it:

At least the way Pointcapture is played now,...
[list]
[*] ...the 5 minute round timer didn't feel too short/restrictive.
[*] ...Pointcapture doesn't differ from 5CP drastically, so it's easy for players to transition to it.
[*] ...it features gameplay very similar, if not identical to 5CP when the rounds are quick.
[*] ...[b]mp_timelimit 30[/b] and [b]mp_windifference 25[/b] feel like reasonable server settings.
[*] ...the main concern players still have is that the meta will solely consist of capturing 2nd, waiting for the last minute and pushing into last for "guaranteed 2 points" (which hasn't been observable so far).
[/list]
To the last bullet point I will only say this much for now: Watch [url=https://www.twitch.tv/nuze/clip/TastyEntertainingFlamingoRiPepperonis]this clip[/url] and think about the implications :)

Huge thanks for nuze, who was very patient and persistent in getting players to participate in the playtest mix yesterday.

Thank you to everyone who participated and gave feedback so far!
16
#16
2 Frags +

I created a Discord server that everyone who is interested in discussing and playtesting Pointcapture can join using this link: https://discord.gg/sVqeDcR

I created a Discord server that everyone who is interested in discussing and playtesting Pointcapture can join using this link: https://discord.gg/sVqeDcR
17
#17
3 Frags +

I feel like it'd be more intuitive if you received score depending on how many total points both teams captured (for example, if you own mid you get 3 points and the other team gets 2 points). It'd still put the team that captured mid in a one point advantage and give a 5 point difference when you capture last.

I believe the only different scenario that could happen is where the other team captured your second.
With the current ruleset you'd need two mid captures to even up the match, but with this change, even if the other team won two mids and stalemated, they would still be down one point.
(4-1 -> 6-4 -> 8-7, contrary to 2-0 -> 2-1 -> 2-2)

I'd really like to say it depends how much you want to encourage stalemating but i don't know enough to say so, because I understand there might be a reason you felt just capturing second should be less rewarding than if it was 'linearly rewarding' if that means anything at all. Kudos for making the whole thing work.

I feel like it'd be more intuitive if you received score depending on how many total points both teams captured (for example, if you own mid you get 3 points and the other team gets 2 points). It'd still put the team that captured mid in a one point advantage and give a 5 point difference when you capture last.

I believe the only different scenario that could happen is where the other team captured your second.
With the current ruleset you'd need two mid captures to even up the match, but with this change, even if the other team won two mids and stalemated, they would still be down one point.
(4-1 -> 6-4 -> 8-7, contrary to 2-0 -> 2-1 -> 2-2)

I'd really like to say it depends how much you want to encourage stalemating but i don't know enough to say so, because I understand there might be a reason you felt just capturing second should be less rewarding than if it was 'linearly rewarding' if that means anything at all. Kudos for making the whole thing work.
18
#18
0 Frags +
foxtrotI feel like it'd be more intuitive if you received score depending on how many total points both teams captured[...]

I think you have a good point there, thank you for sharing it.
I did indeed want to have the rewards be non-linear, intending to always encourage pushing last over settling for "good enough" 3 out of 5 points a round in total.
But now that I think about it again, it's fair to reward defenders too and your scoring example does prove a point.
Additionally, with that method, it's easy to figure out how many rounds have been played in total, as you'd only have to divide the score total by five.
I might just go and compile a version with your scoring method later. Unfortunately no real conclusions can be reached before playtests happen, so please consider joining our Discord and inviting anyone who is interested in experimenting with 5CP.
Thanks again for your post!

EDIT: I shouldn't post first thing in the morning

[quote=foxtrot]I feel like it'd be more intuitive if you received score depending on how many total points both teams captured[...][/quote]

I think you have a good point there, thank you for sharing it.
I did indeed want to have the rewards be non-linear, intending to always encourage pushing last over settling for "good enough" 3 out of 5 points a round in total.
But now that I think about it again, it's fair to reward defenders too and your scoring example does prove a point.
Additionally, with that method, it's easy to figure out how many rounds have been played in total, as you'd only have to divide the score total by five.
I might just go and compile a version with your scoring method later. Unfortunately no real conclusions can be reached before playtests happen, so please consider joining our [url=https://discord.gg/sVqeDcR]Discord[/url] and inviting anyone who is interested in experimenting with 5CP.
Thanks again for your post!

EDIT: I shouldn't post first thing in the morning
19
#19
2 Frags +

Following up on the suggestion by foxtrot, I made an alternative version of Snakewater (pc5_snakewater_a1b) as well as a simple test map. Thanks again to chojje for providing me with the original .vtf for Snakewater.

Everyone can download to try them out here.

pc5_snakewater_a1b is also available on serveme.tf (thanks again to Arie).

For discussions and future playtests, head over to our Discord.

Following up on the suggestion by foxtrot, I made an alternative version of Snakewater (pc5_snakewater_a1b) as well as a simple test map. Thanks again to chojje for providing me with the original .vtf for Snakewater.

Everyone can download to try them out [url=https://drive.google.com/open?id=1aYfn7FkKyWRCCXdrrPkcKtfo7bP926q6]here[/url].

pc5_snakewater_a1b is also available on serveme.tf (thanks again to Arie).

For discussions and future playtests, head over to our [url=https://discordapp.com/invite/sVqeDcR]Discord[/url].
20
#20
7 Frags +

yo is this popping or what

yo is this popping or what
21
#21
9 Frags +
hooliyo is this popping or what

It's hard to say^^

To fill you in here is what is currently happening:

I have tried to reach out to the makers of staple 6v6 maps to talk with them about the conversion of their maps to this gamemode. I can convert their maps into Pointcapture after decompiling them but that results in some lighting issues, possibly performance decreases as well.
Only Snakewater has been converted using the original map files thanks to chojje providing them to me, gullywash, badlands and process work but are based on decompiled (flawed) versions.

Besides that, I am trying to make playetests more accessible by getting TF2Center staff to whitelist pointcapture maps on their website, this process seems to be taking quite a while.

Additionally I have been reaching out to a bunch of better known members in the community to get their feedback and ask for help getting tests started with this game mode but I am not getting many replies.

Generally, I want to ensure that the gamemode does not have any big annoying bugs before I think about making a tournament focused on seeing it in action happen.

So the best way to help is to get together some friends, download the files, play a match in this game mode, record it and tell me what you think/if you spotted any bugs. I opened a Discord Server but I admit I am not good at organising people so it has been largely inactive, however there are some people who seem interested in the project in it.

Discord Link: https://discordapp.com/invite/sVqeDcR

[quote=hooli]yo is this popping or what[/quote]

It's hard to say^^

To fill you in here is what is currently happening:

I have tried to reach out to the makers of staple 6v6 maps to talk with them about the conversion of their maps to this gamemode. I can convert their maps into Pointcapture after decompiling them but that results in some lighting issues, possibly performance decreases as well.
Only Snakewater has been converted using the original map files thanks to chojje providing them to me, gullywash, badlands and process work but are based on decompiled (flawed) versions.

Besides that, I am trying to make playetests more accessible by getting TF2Center staff to whitelist pointcapture maps on their website, this process seems to be taking quite a while.

Additionally I have been reaching out to a bunch of better known members in the community to get their feedback and ask for help getting tests started with this game mode but I am not getting many replies.

Generally, I want to ensure that the gamemode does not have any big annoying bugs before I think about making a tournament focused on seeing it in action happen.

So the best way to help is to get together some friends, download the files, play a match in this game mode, record it and tell me what you think/if you spotted any bugs. I opened a Discord Server but I admit I am not good at organising people so it has been largely inactive, however there are some people who seem interested in the project in it.

Discord Link: https://discordapp.com/invite/sVqeDcR
22
#22
5 Frags +

Yo! Let's get this man some feedback! ^^
He worked hard to provide a viable alternative to the known flaws of 5cp. I'd say he deserves to at least know what are the problems with his proposed version other than "the community is too lazy to play-test it".

After all, does playing a pc_ map really revolutionize the gameplay so that you cannot shift your skills from one gamemode to the other? I don't think so. On the contrary I'm pretty sure the changes are mostly transparent to the gamers; and those bits which aren't could seriously make the game experience better

Give it a shot in mixes and doublemixes. It won't kill you and it won't make the game a troll-game (that's just up to what's your attitude)

Yo! Let's get this man some feedback! ^^
He worked hard to provide a viable alternative to the known flaws of 5cp. I'd say he deserves to at least know what are the problems with his proposed version other than "the community is too lazy to play-test it".

After all, does playing a pc_ map really revolutionize the gameplay so that you cannot shift your skills from one gamemode to the other? I don't think so. On the contrary I'm pretty sure the changes are mostly transparent to the gamers; and those bits which aren't could seriously make the game experience better

Give it a shot in mixes and doublemixes. It won't kill you and it won't make the game a troll-game (that's just up to what's your attitude)
23
#23
0 Frags +

This is really cool, thanks for making and sharing this! Is there a way to run this in TF2C or another lobby options? Would love to try this.

This is really cool, thanks for making and sharing this! Is there a way to run this in TF2C or another lobby options? Would love to try this.
24
#24
0 Frags +

You could also try hosting pugs.

You could also try hosting pugs.
25
#25
1 Frags +
mishael1This is really cool, thanks for making and sharing this! Is there a way to run this in TF2C or another lobby options? Would love to try this.

I am glad you like what I am doing, unfortunately TF2Center don't want to run experimental lobbies and haven't granted my request to whitelist Pointcapture maps on their platform.

FactsMachineYou could also try hosting pugs.

I have never hosted or even played a pug, I could try my hand at it but I think it would be best if someone more experienced went for it. My impression is that many PUG players aren't looking to experiment and rather want to play the game they are used to. I could be wrong though^^

If anyone wants to take action and organize a playtest, feel free to add me to talk about it.

A bunch of people have joined the Discord (https://discordapp.com/invite/sVqeDcR) so far, so there seems to be some interest.

[quote=mishael1]This is really cool, thanks for making and sharing this! Is there a way to run this in TF2C or another lobby options? Would love to try this.[/quote]
I am glad you like what I am doing, unfortunately TF2Center don't want to run experimental lobbies and haven't granted my request to whitelist Pointcapture maps on their platform.

[quote=FactsMachine]You could also try hosting pugs.[/quote]
I have never hosted or even played a pug, I could try my hand at it but I think it would be best if someone more experienced went for it. My impression is that many PUG players aren't looking to experiment and rather want to play the game they are used to. I could be wrong though^^

If anyone wants to take action and organize a playtest, feel free to add me to talk about it.

A bunch of people have joined the Discord (https://discordapp.com/invite/sVqeDcR) so far, so there seems to be some interest.
26
#26
8 Frags +

Thanks to the great people from TF2Stadium, it is easily possible to host Pointcapture lobbies on their platform!

The easiest way is to use a serveme.tf server which, thanks again to Arie, already have the Pointcapture maps installed.

On TF2Stadiums map selection screen, simply make sure to correctly type out the desired maps name e.g. "pc5_snakewater_a2b" for it to work.

Recommended playtest-settings:
mp_maxrounds 0
mp_timelimit 30
mp_windifference 25
mp_winlimit 0

I'll try my hand at some EU TF2Stadium playtests in the coming week.
For anyone interested, please answer this poll to help me gauge player availability over the course of the coming evenings:

http://www.strawpoll.me/18955129

Feel free to use this as an excuse to use TF2Stadium in general, it's a shame this great platform isn't utilized.

Oh yeah, and join our Discord if you haven't: https://discordapp.com/invite/sVqeDcR

Thanks to the great people from [url=https://www.tf2stadium.com/]TF2Stadium[/url], it is easily possible to host Pointcapture lobbies on their platform!

The easiest way is to use a serveme.tf server which, thanks again to Arie, already have the Pointcapture maps installed.

On TF2Stadiums map selection screen, simply make sure to correctly type out the desired maps name e.g. "pc[b]5[/b]_snakewater_a2b" for it to work.

Recommended playtest-settings:
mp_maxrounds 0
mp_timelimit 30
mp_windifference 25
mp_winlimit 0

[b]I'll try my hand at some EU [url=https://www.tf2stadium.com/]TF2Stadium[/url] playtests in the coming week.
For anyone interested, please answer this poll to help me gauge player availability over the course of the coming evenings:[/b]

http://www.strawpoll.me/18955129

Feel free to use this as an excuse to use [url=https://www.tf2stadium.com/]TF2Stadium[/url] in general, it's a shame this great platform isn't utilized.

Oh yeah, and join our Discord if you haven't: https://discordapp.com/invite/sVqeDcR
27
#27
0 Frags +

http://www.strawpoll.me/18955129

Quick bump, also I realise many people on these forums are from NA, vote here instead:
http://www.strawpoll.me/18961331

http://www.strawpoll.me/18955129

Quick bump, also I realise many people on these forums are from NA, vote here instead:
http://www.strawpoll.me/18961331
28
#28
4 Frags +

Join our Discord on Saturday, November 23 at 19:00 CET for discussions and potential playtest

Join our Discord on Saturday, November 23 at 19:00 CET for discussions and potential playtest
29
#29
1 Frags +

Anyone willing to test and talk, now's the time!

https://discord.gg/dfSR2m
https://www.tf2stadium.com/lobby/8813

Anyone willing to test and talk, now's the time!

https://discord.gg/dfSR2m
https://www.tf2stadium.com/lobby/8813
30
#30
0 Frags +

Only 4 slots missing for playtest!
New lobby up: https://www.tf2stadium.com/lobby/8836
Join the discord too: https://discord.gg/USTKwk

Only 4 slots missing for playtest!
New lobby up: https://www.tf2stadium.com/lobby/8836
Join the discord too: https://discord.gg/USTKwk
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