CTF Goldrush


(Flippy) #1

Hey all…

im thinking about making a Goldrush mod that has CTF style of play…

im telling you this because i seriously doubt that this has never been done before… so im asking if anybody knows a ctf goldrush map?

i’ve looked on google and etmaps.de and searched for it on this site but found nothing.

Anyway, changes im planning to do:

  • Axis flag: In the middle of the grassy tree filled space in front of the bank
  • Allied flag: Where the tank used to be
  • Axis spawn: Last axis spawn on normal goldrush
  • Allied spawn: Tank depot spawn
  • CP moved to the LMS CP place. (in the little room in front of the bridge that allows you to go on the balcony looking over the truck barrier 1)

Extra spawns:

  • Forward spawn near the huge tower near the CP (down the bunnyhop slope). The flag is underneath this tower, in a little room. The players spawn around the tower (not inside, too small)
    The forward spawn is only active for the team that has both the flag AND the command post constructed.

  • Axis extra spawn: (startactive) Near the truckbarrier 1 + healthammo cabs. Then i move the health ammo cabs away so axis dont spawn with full ammo

  • Allied extra spawn: (startactive) normal map allied spawn (down below at truck exit point)

Well that’s about it…

any suggestions / objections / advice is welcome!


(Hakuryu) #2

It might be interesting, but from experience maps with different sides (ie not mirrored) for CTF play usually end up with one side having a distinct advantage. On Goldrush I would imagine the Allies to have the advantage since they could get to the axis flag faster by skiing down the slopes, while the axis would take longer to get to the allied flag since they ar going uphill.

I forget the name of the multiple flag map that is in circulation now, but if you look at it both sides are the same.


(Flippy) #3

i know… that was the biggest issue for me too… but then again, while allies are faster downwards, they are slower upwards! and equally slower than axis are upwards… so i guess that would be equal…

but then there’s also the issua about the flag places not being to same.

It might be best to play it in stopwatch mode, that would eliminate all advantags/disadvantages (provided players don’t switch teams, which is bound to happen in a pub…)

It is also more of a test if it would be fun… and i just started it and i think it’s almost done already :\ well i havent compiled yet, will do that at night cause it takes too long lol


(nUllSkillZ) #4

You could try to achieve these modifications with etpro mapscripting.


(Flippy) #5

nah, i dont know much about mapscripting so i’d be better of just changing the map.


(carnage) #6

nah, i dont know much about mapscripting so i’d be better of just changing the map.

you could change the map but it would still use the same script and thefore not run a CTF mode. any objectives etc will HAVE to be scripted with a new map or not. and making a ETpro mapscript would sertainly save me the anoyance of downloading another massive download of a sligly modified goldrush map that will make me sick to see how bad visualy and gameplaywise the changes are. super goldrush anyone


(Flippy) #7

i suppose your right about having to download it again… but what’s that about the script…? i dont use the goldrush script, since all objectives are gone. the only objective left is the LMS command post (i can copy/paste that out of the goldrush_lms.script file) and the ctf things, which is not very much script at all.
About changing it visually, i did not change anything but removing objectives (truck. tank, barriers etc) and removing the trees in the courtyard


(Shaderman) #8

http://wolfwiki.anime.net/index.php/Map_scripting