Capture the Cube 2
by MasterLagger · Uploaded Jun 15, 2011
File Size: 2.76 MB
Downloads: 3505
Rating: (5 votes)
Description
This is not a puzzle! This is the 2nd Capture the Cube map! It has more traps included and more turrets also. New stuff in this map: Bigger Rooms - No second floor this time, but the rooms are larger. Trap Control and Observation Room - A special room which controls Lasers, Hard Light Walls, Excursion Funnels and a Room Cleaner that can emancipate all turrets on the ground. Turret Maker - Spawn 8 turrets instead of 5. Turret Disposal - Special Grid for vaporizing turrets one at a time. Secret Trap - It's a secret trap, also hidden secretly, but not impossible to find. You'll know if your opponent has activated it. I want to thank Djinndrache, The Irate Pirate, mguniverse, and RageCompeX for their feedback and ideas. I hope this map will be a lot better that the first one.
Comments
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great, here is a nice help on the scoreboard
Mevious wrote:
You can edit the instance to make the cube have an output pointing to the io_proxy. Then the instance will have that output.
Ok, when I finished with the update, you can look forward to a scoreboard 
Edit: Due to an event in my personal life, the updated may not be uploaded for a month unless I finish it today.
MasterLagger wrote:
Ok, when I finished with the update, you can look forward to a scoreboardEdit: Due to an event in my personal life, the updated may not be uploaded for a month unless I finish it today.
a event that takes a month? wow, well we are happy with this map, when I find the time I will try to make the scoreboard.
Btw, epic hidden trap. dam, thats good shit.
This mode has a lot of potential)) I really like it. Playing the first map, i have seen some new improvements, but almost all of them have already been implemented))) I hope you will develop it further
PS: Sorry for my english, I'm from Russia))
RageCompeX wrote:
Btw, epic hidden trap. dam, thats good shit.
I'm glad you liked it. BTW there are 2 ways of deactivating it. First way, press the deactivate button near the activate button. Second way, put a portal in the main room near the door that locks, then when you get locked, put another portal on a wall, go through it and you'll be out and the trap deactivates.
Enjoyed it, we especially loved the "laser field" of Discouragement Beams that we would have to jump and weave around.
I had fun working with the lasers too. Actually, each trap can benefit the player. The lasers can destroy turrets, the Hard Light Walls can encourage the player to use more portals, and the Excursion Funnel can provide a safer way to the door. As for the secret trap, absolutely no benefits. lol
Nice map u have there! keep up the good work! Me and my P-body partner were like, 3 hours tearing each other apart with lasers and well-placed turrets, and we ended up with a pretty big smile on our faces. Just an idea, why don't you use two Edgeless safety cubes and two placers on each side, the one who places both of the balls on it's position, scores... just sayin', i'd like to see something like this map with edgeless safety cubes! keep it up man! 
The Edgeless Safety Cubes huh? Well, maybe not in a CTC map, but I might make another game-mode with those spheres. But not that soccer/football idea I had a few weeks ago. Thanks for the suggestion! BTW, ATLAScore, did you ever find the secret trap?
To be honest, we were more concerned about killing each other in the most hilarious ways haha XD guess if i put a little more attention, i will find it soon
I'll tell you and everyone reading my post since it's kind of hard if you don't look in the right place. Shoot portals through the tiny holes in the wall that the laser come out of. The secret room is directly underneath the Trap Control and Observation Room. Only hit the check button once. The trap activates when your opponent enters the room.
Since some of those traps are such a big hit, I might design a SP map with traps you have to avoid. However, with me gone for a month, it won't happen soon. But it gives me a lot of time to think about.
MasterLagger wrote:
I'll tell you and everyone reading my post since it's kind of hard if you don't look in the right place. Shoot portals through the tiny holes in the wall that the laser come out of. The secret room is directly underneath the Trap Control and Observation Room. Only hit the check button once. The trap activates when your opponent enters the room.Since some of those traps are such a big hit, I might design a SP map with traps you have to avoid. However, with me gone for a month, it won't happen soon. But it gives me a lot of time to think about.
to be honest I found it with hammer hehe
but uhm, your map needs some finishing touches, like a hole in the ground where the funnel is and such, so you can see the inside,,use valve's vmf map files to get a brush out of there map, and also the lasers need a hole, so you can see that tiny red brush on the laser. part from that, great map, I placed my cube on the wall using the funnel, it has hard for the player to get, because I turned funnels off again
Yeah, I know how to get cubes when the funnel is off. Put portal on wall under cube, stand inside portal, look up, and grab cube.
So a brush for lasers and funnels huh? I never realized the inside parts in the official maps before. Even so, thanks for the heads up about it.
I love this map- Just for kicks, I think one minor change could be made- If instead of two regular cubes, they were slightly recoloured companion cubes to match the two players.
It would certainly make me care more about losing it. </3
But I still have a lot of fun with this map! Great job, well done.
Better than the first version, could have been just an update to the former imo: more elements, better looks. This time it's got plenty of dangers and traps, but neither yet much customizable - and it's still so vast, you start to get bored with the immense ever-samey labyrinth. If I may, these things could work better if they aired on the same "field": like a starcraft match, each has its little corner of hell with his cube protected by turrets etc, and has to leave it to scout fast and attack.
Randomizing levels wouldn't change if a player died, but if the map reloads it will. Hmm... an interesting idea anyway. When i get back home I'll get to work on the Traps map and CTC 3. Perhaps I can make a trigger that randomizes the map. Kind of do something similar to L4D2.
Even better, you could randomize certain walls to be either white portalable ones or black non-portalable using func_brushes and a crap load of relays.
Yeah that's true, that could work.
Sigh Trying to make a map better than CTC 2 is going to be hard. Maybe I could make the new map more workable with the players. Anyone got any ideas on new traps? I was thinking of adding in a Crusher.
Surprise panels that pop out and impeed progress? (like the bridge exept no portalling through so it forces you to go around)
Also with panels would be a tempting panel bridge across a seemingly harmeless pit, but halfway across the trap could be sprung and they all close and those grinders show up from the floor.
Something you need to do is have a logic_case and many func_brushes and element configurations, and a button chooses a random setup. (I would make at least ten. The elements added in could be done with each configuration being seperate from the map and a point_template spawns each one randomly from the entity_maker that would be triggered by the logic_case randomly. To shorten it up, 10 different configs, 10 point_templates, 10 entity spawners and 1 logic_case that randomly chooses one entity maker to spawn. The button that triggers this would also have to kill the current configuration setup. If you REALLY wanted it to sell you could make the geomtry move upon spawn to make it appear it actually is configuring and not just apearing out of thin air, but functionality over visuals.)
Far fetched idea: have players manage an economy of traps, like being able to use only 5 out of 10. With 5 cubes and 10 buttons which activate the traps.
I like the idea about the panels and the grinder trap. I'll include those after the Traps map is made. But it'll be about a month.
There is one problem I see with this game mode: My COOP partner likes to see what I'm seeing using tab, and It gets really annoying when I go to his side playing fair and he goes to his side and already know where the box is. There has to be a way to disable that feature...
Also, building from L Sunday's idea, the two cubes could be a cube covered with blue gel, (for blue,) and orange gel, (for orange.) That could add some challenge but it would be easy for one team without some traps designed for them. Maybe instead of a fizzler in the middle it could be water that would wash the gel off... (And then fizzle the cube too.) Also it would be interesting if you had to take the cube all the way back to your side, like in TF2's CTF mode.
About traps: pneumatic diversity vents that will pop out of nowhere and suck you in? Or a freaky moment where there are two buttons, if you press one, you pass, but if you press the other one, you EXPLODE! WITH THE LEMONS!
I might include GLaDOS and a Copy GLaDOS in the map. She'll help you defend your cube. And she can help both bots at the same time.
Another Bad Pun wrote:
There is one problem I see with this game mode: My COOP partner likes to see what I'm seeing using tab, and It gets really annoying when I go to his side playing fair and he goes to his side and already know where the box is. There has to be a way to disable that feature...Also, building from L Sunday's idea, the two cubes could be a cube covered with blue gel, (for blue,) and orange gel, (for orange.) That could add some challenge but it would be easy for one team without some traps designed for them. Maybe instead of a fizzler in the middle it could be water that would wash the gel off... (And then fizzle the cube too.) Also it would be interesting if you had to take the cube all the way back to your side, like in TF2's CTF mode.
About traps: pneumatic diversity vents that will pop out of nowhere and suck you in? Or a freaky moment where there are two buttons, if you press one, you pass, but if you press the other one, you EXPLODE! WITH THE LEMONS!
yeah that Tab-button is annoying, I think it can't be turned off, I was more thinking of getting a -1 point if you press it, but that would be hard, because A: hammer doesn't have a relay for that as far as I know, so you need to make a script for it, and B, usually people open steam with shift+tab..
Yeah, I tried a lot of things to prevent cheating with the tab button, oh well just have to go on trust. A new idea I had for a while to make traps more "customized" is to use the Ping Tool to activate and deactivate traps on the player's side of the map.
Wanna see me playing some rounds with the map creator? There you go:
CkVHgqzmvyk
(Link: http://www.youtube.com/watch?v=CkVHgqzmvyk)
Wow, that was fun. BTW the "Countdown" Trap only works once for the player. For those that saw this, I'm known as "NickNasty The Master Lagger" on Steam because of my unbelievable lag due to crappy ISP.
Just one more idea for the map coming to my mind now: How about some reflection cubes on each side for preparation? So you could redirect the lasers alittle and customize the traps more.
The object would still be to destroy the real cube of course.
Yeah that would be a good idea. I'm also thinking about making each trap being activated/deactivated using the Ping Tool to make things easier and more customized.
Holy crap x2. This gamemode might be more popular than I anticipated. Going to check downloads. Will edit message later.
Edit: 2301 downloads. I realize that's not much compared to spotlights, but still, I thought this idea was dead a few months ago. I now have the motivation to make more CTC maps after my current WIP. Who knows, I might even make a CTC MapPack.
This is not a puzzle! This is the 2nd Capture the Cube map! It has more traps included and more turrets also.
New stuff in this map:
Bigger Rooms - No second floor this time, but the rooms are larger.
Trap Control and Observation Room - A special room which controls Lasers, Hard Light Walls, Excursion Funnels and a Room Cleaner that can emancipate all turrets on the ground.
Turret Maker - Spawn 8 turrets instead of 5.
Turret Disposal - Special Grid for vaporizing turrets one at a time.
Secret Trap - It's a secret trap, also hidden secretly, but not impossible to find. You'll know if your opponent has activated it.
I want to thank Djinndrache, The Irate Pirate, mguniverse, and RageCompeX for their feedback and ideas. I hope this map will be a lot better that the first one.
File Name: Capture The Cube 2.zip
File Size: 2.76 MiB
Click here to download Capture the Cube 2