"This is a two-team Team Fortress map using an entirely new scoring system that
I call my Command Point System. Scoring is based on the idea of territorial control of a level, centered around a number of command points spread throughout the map.
Control of a command point signifies general control of the surrounding area of
the map. There are eight command points in the Canal Zone, and the scoring works
like this:
Each command point can only be controlled by one team at a time.
Once a team takes control of a command point, that team gets 1 point
for every 30 seconds they remain in control.
To take control of a command point, someone must take one of the four
command markers (they look like keys) from their own base, and take it
to the command point they want to control. While carrying a command
marker, the player runs at half speed and glows. The half speed feature
is intended to make it very difficult for lone runners to just dash in
and claim a command point by simply dodging the defense.
As soon as a command marker touches a command point, the command point
is under control of whichever team just claimed it. An appropriately
colored key appears above the command point to show who is in control.
The command marker is taken from the carrying player and reappears back
at base for further use.
In addition to getting points for owning a command point, most command
points also have ammo packs and healing pads nearby which become
accessible to the controlling team. Future versions of the Canal Zone
(once v2.6 is released) should also include new respawn points which
become accessible through control of a command point.
Control of all of a team's command points can be broken at once by
setting a detpack in the control room of their base.
Other nifty features:
That funny looking thing on the wall of each base with blue, red, and white spots
is a fairly general map of the level. Since there's no real detail, it's no good
for navigation. It's there so that teams can see who is control of which command
points without having to scout the whole level. As soon as a team captures a command
point, the 30 second score timer is activated. 30 seconds after a command point is
taken, the corresponding white dot (representing a command point) on the map changes
color to show who owns it. I didn't originally intend the 30-second delay, but I
don't think it really hurts things at all, and I've actually decided I kinda like it.
There are two spots on this level where detpacks can be used to create an alternate path to a command point."
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Plenty of targets for the demoman to detpack |
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JMC Star Rating: |
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Looking across the canal at the red base. |
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Cross the bridge and sneak into the enemy base |
Plenty high rise locations for a sniper to hide |
Command point held by red and defended by an autosentry gun |
Medical refill point in the floor |
Detpack refill point for demomen |
A map is in each teams key control room shows which command points are captured and by which team colour. |
Some doors are detpackable and allow access to unseen parts of the map. |
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