I'm building a map I think would work really great as a KOTH map now that I look at it, so when I get it near completed, I'll send you guys a copy.
I just need to know a little bit about the KOTH game type. How you win, get points, or whaterver. It will let me know how to setup the map alot better.
Thanks in advance!
KOTH game type map
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- Chaotic Dreams Team
- Posts: 394
- Joined: Thu Nov 14, 2002 6:21 pm
- Location: USA, Indiana
Points are given by the amount of time on the Hill of the map. The first player to reach a target time wins, or in a team game the first team to reach the target time wins. With CUT we used a zone to create the hill. I do believe that we will do the same thing with CE, and add the ability to use volumes also( JB, Help me out here please). If you are interested in looking through our mapping guide it can be found on the ChaosUT website under mapping. If you have any further questions after that i would be happy to help 

Kodiak,
Loq was pretty much spot on. There are a few things we had to change with this new version. Yes we have Volume support in and it does work. We also have triggers working as well. One reason for the triggers is you want to have a hill that moves or is in a place that two zones/volumes have to overlap, then triggers are the way to go. We also need to put a ChaosKothHillPoint actor in the game on the "hill". This is needed so the bots know where the hill is (its a sub class of a game objective).
So to sum it up we need for a KoTH map
1) At least one "hill" that is denoted by either a Koth volume, zone and/or trigger
2) a HillPoint so the bots can find the hill
You bring up a good point. We should get something out soon that we can give to mappers so they can build, test, play and tweak their KoTH maps. I will see if we can get some sort of KoTH Mapping kit ready soon.
Loq was pretty much spot on. There are a few things we had to change with this new version. Yes we have Volume support in and it does work. We also have triggers working as well. One reason for the triggers is you want to have a hill that moves or is in a place that two zones/volumes have to overlap, then triggers are the way to go. We also need to put a ChaosKothHillPoint actor in the game on the "hill". This is needed so the bots know where the hill is (its a sub class of a game objective).
So to sum it up we need for a KoTH map
1) At least one "hill" that is denoted by either a Koth volume, zone and/or trigger
2) a HillPoint so the bots can find the hill
You bring up a good point. We should get something out soon that we can give to mappers so they can build, test, play and tweak their KoTH maps. I will see if we can get some sort of KoTH Mapping kit ready soon.
Jb
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- Chaotic Dreams Team
- Posts: 394
- Joined: Thu Nov 14, 2002 6:21 pm
- Location: USA, Indiana