11/28/2023 0 Comments Tf2 extending round itimer![]() ![]() In this case, you would decide how many rounds you wanted per map. Thus, a map like Goldrush has 7 "wins" if you capture every checkpoint to win all three stages. Winlimit cuts the map off because one "win" on a PL map is most often a single checkpoint capture. In these cases Maxrounds and Winlimit are linked (often a 3:2 ratio respectively) and have an odd number to prevent ties. So if you get 3 flag caps on 2fort, you get 1 win and that was a single round. The confusion stems from a round in CTF or linear/Gravelpit style CP maps counting as 1 win or "team point". This applies to attack/defend CP as well I believe. ![]() ![]() So when Red successfully defends and teams swap, that's 1 round and vice versa with Blue completing all 3 stages. *edit* I ran a quick test on Goldrush and the "maxrounds" value only applies to team switches. To confuse things even MORE, it doesn't award points to the defense for winning, only the offense for the checkpoints they captured up until they were stopped. Most of them (goldrush as the main example) use 1 checkpoint as 1 "team point". PL on the other hand requires some fiddling. You can alter that via a cvar to make 5 caps = 1 round, etc, but the vast majority of people use 3. Generally the default is 3 caps = 1 round = 1 "team point", which is my term for the overall score at the top of the scoreboard when you hit tab. I think examples would definitely help, since there are at least half a dozen scoring methods out there.Ģfort, and most CTF maps follow the same method however. Hope that helps, and if you need any example values for certain maps let me know. Use the attackers on multi-stage CP maps and PL to make sure you've got enough headroom, or else you'll cut off the stages! If you can't contact the author, load the map up and set the two values well above normal and play one full round to see the scoring pattern. Youme is nice enough to provide a recommended config for Hoodoo, which I wish more authors would do. If you can, ask the author what the scoring method is. If you use an admin mod, it should have a directory for these configs like cfg/beetlesmod/ etc, but you can name a config file after a map (pl_goldrush.cfg) and place it in the server's /cfg/ folder to have TF2 load it I believe. The best way to keep everything running smoothly is to have config files set up for each map, to set the winlimit and maxrounds accordingly when the map loads. Scoring in TF2 has a wide range of methods from 1 capture being 1 round (most CTF maps) to a single checkpoint counting as 1 "round" for the team (some PL maps). In these games, Medics and Engineers expressly do not have a safe time to prepare.You hit the nail on the head with your second sentence. Setup time is different from the control point lock at the start of Arena and King of the Hill games, where the single control point is locked from capture for a short amount of time but otherwise, players may move freely, build, or kill each other. As such, activities during Setup time can significantly influence round outcome. In certain Payload Race maps, both sides get an equal opportunity Setup to pre-construct Buildings. In general, Setup time permits the offensive/defensive play of certain maps to begin immediately as the gates open Payload teams have to fight for control of the Cart from the very start, and the fight to get to the first defended control point begins at BLU Spawn. Engineer's Wrenches build twice as fast per swing during Setup. Setup time typically lasts 60 seconds, but some maps, such as Thunder Mountain, have an extended Setup time, while Well (Control Point) has only 45 seconds of Setup time and Hightower's Setup time is so short as to be practically non-existent.ĭuring Setup time, Medic's Medi Guns charge at an increased rate that does not slow when the target is fully Overhealed. Also on Payload and Attack/Defend Control Point maps, the time permits defending Demomen to set Sticky traps and other classes to get to particular positions that may take some time to reach. Setup allows all players extra time to chat plans and change classes, weapons, and Contracts. This Setup time allows teams to make certain preparations before contact, including Overhealing, building Medic charges, and constructing Buildings, although on most Payload and Attack/Defend Control Point maps, attacking BLU Engineers are restricted from building during Setup. The beginning of Setup resets all player conditions and charges, but does not reset Dominations from an immediately preceding round. Setup time follows, but excludes, the "waiting for players" interval that happens after a map loads. Setup time, commonly Setup, is the interval where the round has begun but the game clock has not started and certain gates are closed and locked, restricting contact between the teams. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |