Jan 4, 2002 Description: This is a test map for a new game mode, which I call 'king of the hill'. There is one checkpoint style objective. To win, a team must hold the objective for a certain total amount of time (5 minutes, in this case). The team need not hold the objective continuously, but periods shorter than 10 seconds are not counted. Warnings are displayed as each team approaches the winning time. A click sound is made each time the allies hold the objective for 10 seconds, and a clank sound is made when the axis holds it. Servers running this map should use WOLFMP game mode, not WOLFSW or WOLFCP. Bugs: The standard match timer is still there, but it doesn't mean much. Even with the sounds and warning messages there isn't much feedback on the status of the match. This feedback could be implemented with movers and game geometry. Implementation: The script and .map file are included, for the benefit of anyone interested in the method used to create this game mode. Feel free to use either as the basis for your own maps. Initially, the objective and winner states are set to -1 (none) accum 1 keeps the same value as objective 1 accum 2 keeps the number of ten second intervals left before the axis wins accum 3 keeps the number of ten second intervals left before the allies win accum 4 tracks if the objective has changed hands within ten seconds The team_WOLF_checkpoint entity triggers the game_manager script axis_capture_gm or allies_capture_gm when the respective teams capture it. These scripts set the objective status, and then trigger game_manager script obj_captured. obj_captured does an allertentity on the timer entity holdtimer (using a target_relay entity called holdtimer_relay). When it is alerted the timer either stops or starts depending on it's previous state. For the first capture one allertentity is done, starting the timer. For all subsequent captures alertentity is performed twice. This resets the timer so that shorter than 10 second intervals are handled correctly. When the timer is alerted, it immediately triggers it's target, and continues to do so every 10 seconds. The timers target is a target_script_trigger called holdtimer_script, which is attached to the holdtimer_event_handler script. The holdtimer_event_handler script has one trigger (called holdtimer_event) which triggers game_manager scripts timer_axis and timer allies. These scripts check if the respective team is the owner of the objective, and if the flag state has not just changed, decrement the number of intervals left before the team wins. Finally they check to see if the team has won. About the map: The map is small, primitive and ugly. It has about 30 spawn points, but should probably be played with fewer players. Resources: The following provided excellent information without which I would not have been able to do any of this. Tram Design http://www.planetwolfenstein.com/tramdesign/ Planet wolfensetein http://www.planetwolfenstein.com/ Masochists house of maps http://www.planetwolfenstein.com/masochist/news.htm Planet Pointy http://www.planetpointy.com/ rtcw.co.uk mapping forum http://www.rtcw.co.uk/forums/forumdisplay.php?s=&forumid=18 qeradiant.com http://www.qeradiant.com/ gtkradiant development page http://zerowing.idsoftware.com/ Thanks: To all the people who have provided good information on the forums (especially Tunnelram, Anavrin and Pointy), and of course, thanks to id, greymatter and nerve for giving us a great game. Feeback: You can contact me at hellsownpuppy@yahoo.com, or SCDS_reyalP in game or on the planetwolfentstein and rtcw.co.uk forums.