Forts
Not enough ratings
Capture Point Map Creation
By [DEV] Blammo and 1 collaborators
Moonshot DLC introduces a new game mode, Capture Points. Use this guide in conjunction with the 'dlc1_MP0' / 'Template - CP mode' map to create your own custom Capture Point maps.
   
Award
Favorite
Favorited
Unfavorite
Overview
Capture Point mode requires teams to take control of derricks in order to deplete their points. When their points reach zero the enemy blastdoors open, allowing them to be destoryed, thus winning the battle. The more derricks a team controls, the faster their points go down.

1. Forts
Forts in Capture Point mode require more set up than in regular maps in order for the game mode to work.



A. Blastdoors
Foremost is the need for a blastdoor to protect the reactor from direct fire until it has been opened by the enemy depleting their points. Blastdoors are made using the new blastdoor material that comes with moonshot, complete with bespoke foundations, door rail and warning lights. The node ID of the foundations should match the ID specified in the mission script in order for it to be opened when the enemy points reach zero. Looking at the example in the template map, the blastdoor is directly in front of the reactor, and there is no material between it and the reactor.

To use the blastdoors you must add the 'dlc1' mod to your mission script's Mods table.

B. Hazards
To prevent players 'cheesing' the game building structure in front of the blastdoor/exposed reactor, hazards have been introduced. Hazards are created by creating a ground block and activating the properties listed below. Specific animated surface and ground textures are provided to standardise the look of hazards. For the reason stated earlier, best practice is to create a hazard extending our from the edge of the blastdoor, in this case a distance of 11 grid squares/550 units. To prevent owner of the fort adding extra defensive material inbetween their reactor and the blstdoor, it is also a good idea to place a slim hazard in this gap.

Block properties:
Block Index = ##
Owner: Any - '3'
Foundations
Mines
Wind floor
View floor
No draw
Pass projectiles - 'Alt+p'
Pass beams - 'Alt+b'
Hazard - 'Alt+h'
NoSplash

C. NoSplash Zones
To prevent reactors receiving splash damage from explosive projectiles before the blastdoor is open, specific NoSplash ground blocks should be placed over the reactor hitbox. Make sure the extents of the NoSplash block exceeds that of the reactor hitbox, the blue rectangle visible when the 'Devices' tab is selected. NoSplash blocks require naming so that the mission script can deactivate them when the blastdoor opens. This is done by selecting the block and typing '\name_block' in the console (F3) and then entering 'ns_t1' for team 1, or 'ns_t2' for team 2, or whatever name is referred to in script.

Block properties:
ns_t1 - '\name_block ns_t1'
Block Index = ##
Owner: Background - '5'
Foundations
Mines
Wind floor
View floor
No draw = 'Alt+d'
Pass projectiles
Pass beams
Hazard
NoSplash - 'Alt+n'

D. Barrier Material
In order to prevent cheeky players 'core swinging' their reactor to a different position, the immediate bracing around the reactor should be replaced with the new barrier material. This material cannot be deleted, manipulated or destroyed. See the example for reference. Note the bracing the reactor sits on cannot be replaced with barrier.
2. Derricks
To state the obvious, Capture Point maps require at least one derrick to capture. Derrick placement should result in a symmetrical map for a balanced battle. The Capture Point HUD at the top of the screen during battle is automatically populated the right number of derrick icons for the map.



A. Terrain
Derricks should be placed on a neutral ground block with Foundations and Mines enabled, and entombed in terrain, save for gaps where the surrounding structure can be connected to by player structure.

2. Block properties:
Block Index = ##
Owner: Any - '3'
Foundations - 'Alt+f'
Mines - 'Alt+m'
Wind floor
View floor
No draw
Pass projectiles
Pass beams
Hazard
NoSplash

B. Structure
Around the derrick neutral structure should be build, allowing the derrick to be claimed when the structure is attached to by the player, as per the example. The structure should be made of the barrier material, with any structure that overlaps the derrick being backbarrier material to prevent players destroying or deleting the structure, rendering it useless and ruining the game. The intended point of connection should extend out so as to be easily connected to by players.

C. NoSplash and NoBuild Zones
To prevent derricks receiving splash damage from explosive projectiles, specific NoSplash ground blocks should be placed over the derrick hitbox. Make sure the extents of the NoSplash block exceeds that of the derrick hitbox, the blue rectangle visible when the 'Devices' tab is selected. Unlike those protecting the reactors, these NoSplash blocks do not require naming.

You can also prevent players from building portals or any other structure within the derrick area by giving the ground block the NoBuild property.

Block properties:
Block Index = ##
Owner: None - '4'
Foundations
Mines
Wind floor
View floor
No draw - 'Alt+d'
Pass projectiles
Pass beams
Hazard
NoSplash - 'Alt+n'
NoBuild - 'Alt+c'
3. Anchor Points
It is sometimes necessary to create island or outcrop anchor points to allow players to bridge the gaps between forts and derricks. A distance of between 8 - 12 grid squares/400 - 600 units is recommended between the extent of the anchor points an derricks (inclusive of structure), depending on how difficult spanning of the gap is intended to be.



A. Terrain
Anchor points should be fairly small so as to afford a point of support, yet block lines of fire as little as possible, so an area of around 12 grid squares/1200sq units. The ground block should be set to neutral, with foundations enabled. Depending on the balance of your map, you may want to add some mine-enabled terrain so players can place mines on them to generate more metal.

Block properties:
Block Index = ##
Owner: Any - '3'
Foundations - 'Alt+f'
Mines
Wind floor
View floor
No draw
Pass projectiles
Pass beams
Hazard
NoSplash

B. Brackets
To help player connection, a structure should be build around the anchor point. As in the example, the material should be bakcbarrier, so as not to impede lines of fire more than that already impeded by the terrain. The structure should be set to neutral ownership (Alt+0).

C. Safe Zones
To prevent players building structure over the enemy fort and dropping explosive weapons and devices on them, and to help with come backs, safe zones have been added. Safe zones are team specific and prevent the enemy building through them, as well as breaking any struts that pass through their edges when they are newly connected to by the enemy. Safe zones should completely surround anchor points, have the 'empty' ground texture, and have the energy surface texture that relates to the team it is protecting, ie blue for team 1, red for team 2.

Block properties:
Block Index = ##
Owner: Team 2 - '2' (the enemy team ID)
Foundations
Mines
Wind floor
View floor
No draw
Pass projectiles - 'Alt+p'
Pass beams - 'Alt+b'
Hazard - 'Alt +h'
NoSplash
4. Script
Scripting for Capture Point maps is quite straight forward. Below is the script for the template map, with the values that you may want to alter depending on your design.



A. Points
On line 4 sits the value dictating the number of points each side starts the battle with. As a rule of thumb, start with 150 points for every derrick present in the map. Points can be specified per team, if you desire an unbalanced battle.

B. Blastdoors - Lock
The node ID of each team's blastdoors' foundations must be specified, seen here on lines 16 & 17. This line locks the blastdoors at the start of the battle. If there are more than one fort per team, each blastdoor must have it's foundations stipulated on a separate line.

C. Blastdoors - Open
When a team's points reach zero function TimerUp gets called. Here, all the blastdoors must be specified again, in the areas indicated. Additionally, the names of the NoSplash zones, discussed in part 2. Fort, are also specified.
10 Comments
____tbvns____ 19 Apr, 2022 @ 3:50am 
how can i get the blastdoor? i have the dlc but i cant find the blastdoor.
[DEV] Blammo  [author] 10 Aug, 2020 @ 11:24am 
The barrier is a separate structure, and should not be connected to the base. Lines 27 and 30 disables the 'no splash' terrain block when the counter has run down, so that the reactor can be damaged.
Vilser 12 Mar, 2020 @ 2:09am 
Where I can get full list of console commands in Editor?
Vilser 12 Mar, 2020 @ 2:04am 
What means line 27 & 30?
Attackplot2 20 Feb, 2020 @ 5:58pm 
I'm confused on how to connect the blasedoor to the base. Without material connecting the blastdoor to a base it is seen as a separate base. :gnarled:
Vilser 15 Nov, 2019 @ 9:37am 
Example i need create capture map not in Japan.
Vilser 15 Nov, 2019 @ 9:35am 
But i cant place him in other map. Only in map like in tutorial.
[DEV] Blammo  [author] 14 Nov, 2019 @ 1:09pm 
Place barrier material just like you would any other material, provided you have the Moonshot DLC
Vilser 13 Nov, 2019 @ 10:46am 
And.....how place barrier material???
みミめ 4 Oct, 2019 @ 9:57pm