Sounds good, would love to play it
Much <3 for that one = I really love that one/Much love for that one
Sounds good, would love to play it
Much <3 for that one = I really love that one/Much love for that one
Copyright issues with sounds hmm… maybe… but you have the same issue with the complete map 
It’s essentially a remake, which afaik is not really allowed… still, i don’t think anyone will actually bother…
And yeah, you don’t use the game’s brushes, textures and stuff… but let’s Face (lol) it, if you would create a game now where some little guy called Ach Katchdum goes out onto a great advanture with his friends Blisty and Rock, and has to capture all kinds of monsters called Moképon along the way (Dickachu, Squirter, or Magnumbite for example), that would certainly break the copyright issue with the Pokémon trademark 
There is a remake of pichachu. They are legally allowed to use their own trademark as they dont use any of the initiall carachters and they might have similar ones, but none of the work is used from the original. The idea is exactly the same… so… Actually I dont care either, but prefer not to…
So i used Decoy’s prefab
But when i play the map
i already spawn at the command post
when i try to construct the model dousn’t change
the mode looks like a closed neutral one
with doors on the side with flags
The healt/ammo cabinets are already made too
the script i have is this
// **************************************************
// **************************************************
// Neutral OBJECTIVES
allied_compost_built
{
spawn
{
wait 400
trigger allied_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
}
buildstart final
{
setstate allied_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate allied_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger alliedcpspawns_obj on
trigger cabinets built
trigger allied_compost_built_model enable_allied_features
enablespeaker allies_compost_sound
}
decayed final
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger alliedcpspawns_obj off
trigger cabinets damaged
trigger allied_compost_built_model disable_allied_features
disablespeaker allies_compost_sound
}
}
allied_compost_built_model
{
spawn
{
wait 400
setstate allied_compost_built_model invisible
}
trigger enable_allied_features
{
setchargetimefactor 1 soldier 0.75
setchargetimefactor 1 lieutenant 0.75
setchargetimefactor 1 medic 0.75
setchargetimefactor 1 engineer 0.75
setchargetimefactor 1 covertops 0.75
sethqstatus 1 1
wm_announce "Allied Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
trigger disable_allied_features
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
wm_announce "Axis team has destroyed the Allied Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
// *---------------------------------------------------------------------------------*
}
}
axis_compost_built
{
spawn
{
wait 400
trigger axis_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
}
buildstart final
{
setstate axis_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate axis_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger axis_compost_built_model enable_axis_features
trigger axiscpspawns_obj on
trigger cabinets built
enablespeaker axis_compost_sound
}
decayed final
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger axis_compost_built_model disable_axis_features
trigger axiscpspawns_obj off
trigger cabinets damaged
disablespeaker axis_compost_sound
}
}
axis_compost_built_model
{
spawn
{
wait 400
setstate axis_compost_built_model invisible
}
trigger enable_axis_features
{
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
sethqstatus 0 1
wm_announce "Axis Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
trigger disable_axis_features
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
wm_announce "Allied team has destroyed the Axis Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
}
alliedcpspawns_obj
{
spawn
{
wait 50
setstate alliedcpspawns_obj invisible
setstate alliedcpspawns invisible
}
trigger on
{
setstate alliedcpspawns_obj default
setstate alliedcpspawns default
}
trigger off
{
setstate alliedcpspawns_obj invisible
setstate alliedcpspawns invisible
}
}
alliedcpspawns
{
spawn
{
wait 50
setstate alliedcpspawns invisible
}
}
axiscpspawns_obj
{
spawn
{
wait 50
setstate axiscpspawns_obj invisible
setstate axiscpspawns invisible
}
trigger on
{
setstate axiscpspawns_obj default
setstate axiscpspawns default
}
trigger off
{
setstate axiscpspawns_obj invisible
setstate axiscpspawns invisible
}
}
axiscpspawns
{
spawn
{
wait 50
setstate axiscpspawns invisible
}
}
cabinets
{
spawn
{
wait 100
setstate south_trigger_heal invisible
setstate south_trigger_ammo invisible
setstate south_ammocabinet invisible
setstate south_healthcabinet invisible
setstate ammocabinet_dmg default
setstate healthcabinet_dmg default
}
trigger damaged
{
setstate ammocabinet_dmg default
setstate healthcabinet_dmg default
setstate south_trigger_heal invisible
setstate south_trigger_ammo invisible
setstate south_ammocabinet invisible
setstate south_healthcabinet invisible
}
trigger built
{
setstate ammocabinet_dmg invisible
setstate healthcabinet_dmg invisible
setstate south_trigger_heal default
setstate south_trigger_ammo default
setstate south_ammocabinet default
setstate south_healthcabinet default
}
you can make a ctf using only one ctf_blueflag and one ctf_reflag entity, which can have as many flags needed set in them. the scripting for this is really easy and small.
Yea i forgot the multiplayer script
altho i don’t know how to make the Game_manager script
BTW
I will give you guys my script so far
game_manager
{
spawn
{
// Game rules
wm_axis_respawntime 15
wm_allied_respawntime 30
wm_number_of_objectives 8
wm_set_round_timelimit 20
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 1
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 1
// Objectives
// 1: Destroy Vault
// 2: Steal Gold
// 3: Escape with Truck
// Current main objectives for each team (0=Axis, 1=Allies)
wm_set_main_objective 1 0
wm_set_main_objective 1 1
wm_objective_status 1 0 0
wm_objective_status 1 1 0
wm_objective_status 2 0 0
wm_objective_status 2 1 0
wm_objective_status 3 0 0
wm_objective_status 3 1 0
wm_set_main_objective 1 0
wm_set_main_objective 1 1
// **************************************************
// =================================
vault
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Axis have destroyed the Bank Vault!"
}
}
// =================================
// **************************************************
// Neutral OBJECTIVES
allied_compost_built
{
spawn
{
wait 400
trigger allied_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
}
buildstart final
{
setstate allied_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate allied_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger alliedcpspawns_obj on
trigger cabinets built
trigger allied_compost_built_model enable_allied_features
enablespeaker allies_compost_sound
}
decayed final
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger alliedcpspawns_obj off
trigger cabinets damaged
trigger allied_compost_built_model disable_allied_features
disablespeaker allies_compost_sound
}
}
allied_compost_built_model
{
spawn
{
wait 400
setstate allied_compost_built_model invisible
}
trigger enable_allied_features
{
setchargetimefactor 1 soldier 0.75
setchargetimefactor 1 lieutenant 0.75
setchargetimefactor 1 medic 0.75
setchargetimefactor 1 engineer 0.75
setchargetimefactor 1 covertops 0.75
sethqstatus 1 1
wm_announce "Allied Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
trigger disable_allied_features
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
wm_announce "Axis team has destroyed the Allied Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
// *---------------------------------------------------------------------------------*
}
}
axis_compost_built
{
spawn
{
wait 400
trigger axis_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
}
buildstart final
{
setstate axis_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate axis_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger axis_compost_built_model enable_axis_features
trigger axiscpspawns_obj on
trigger cabinets built
enablespeaker axis_compost_sound
}
decayed final
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger axis_compost_built_model disable_axis_features
trigger axiscpspawns_obj off
trigger cabinets damaged
disablespeaker axis_compost_sound
}
}
axis_compost_built_model
{
spawn
{
wait 400
setstate axis_compost_built_model invisible
}
trigger enable_axis_features
{
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
sethqstatus 0 1
wm_announce "Axis Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
trigger disable_axis_features
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
wm_announce "Allied team has destroyed the Axis Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
}
alliedcpspawns_obj
{
spawn
{
wait 50
setstate alliedcpspawns_obj invisible
setstate alliedcpspawns invisible
}
trigger on
{
setstate alliedcpspawns_obj default
setstate alliedcpspawns default
}
trigger off
{
setstate alliedcpspawns_obj invisible
setstate alliedcpspawns invisible
}
}
alliedcpspawns
{
spawn
{
wait 50
setstate alliedcpspawns invisible
}
}
axiscpspawns_obj
{
spawn
{
wait 50
setstate axiscpspawns_obj invisible
setstate axiscpspawns invisible
}
trigger on
{
setstate axiscpspawns_obj default
setstate axiscpspawns default
}
trigger off
{
setstate axiscpspawns_obj invisible
setstate axiscpspawns invisible
}
}
axiscpspawns
{
spawn
{
wait 50
setstate axiscpspawns invisible
}
}
cabinets
{
spawn
{
wait 100
setstate south_trigger_heal invisible
setstate south_trigger_ammo invisible
setstate south_ammocabinet invisible
setstate south_healthcabinet invisible
setstate ammocabinet_dmg default
setstate healthcabinet_dmg default
}
trigger damaged
{
setstate ammocabinet_dmg default
setstate healthcabinet_dmg default
setstate south_trigger_heal invisible
setstate south_trigger_ammo invisible
setstate south_ammocabinet invisible
setstate south_healthcabinet invisible
}
trigger built
{
setstate ammocabinet_dmg invisible
setstate healthcabinet_dmg invisible
setstate south_trigger_heal default
setstate south_trigger_ammo default
setstate south_ammocabinet default
setstate south_healthcabinet default
}
Thats what i have so far,
if i miss anything please tell me ^^
Im not a good with scripts - but should you have a } after wm_set_main_objective 1 1
like this :
wm_set_main_objective 1 1
}
you are near but the correct one would be
wm_set_main_objective 1 1
} (ends "spawn")
} (ends "game_manager")
looks like you need the } at the very end also. Not sure if it was a copy/paste error or maybe i missed that part.