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Prefab
A template for you to create your very own Custom Conquest game mode!
Updated 26/12/25: Version 9.0
Comes with 7 maps as part of the template for you to reference however additional maps will be added over time.
- Siege of Cairo
- Iberian Offensive
- Tech Center
- Gold Course
- Area 22B
- Redline Storage
- Empire State
You can add this template to your custom maps. Just follow the tutorial at the bottom of the page to add Conquest to any map.
Spatial editor map file and package: https://mega.nz/file/y4o2mLzD#vqWQw1W2YH_Nvja44JnrEX0x8ZahIWxZ9A2m2RJgxvk
Supports custom objectives, spawns and includes a fully functioning scoreboard and game logic.
Tutorial: https://youtu.be/8kvR0zef-Gs
Detailed Code Overview: https://youtu.be/DwC6l0i5fuQ
Update Changes:
V9.0
- Added Support For Air boundaries (Example in Cairo)
- Scoreboard now shows faction and team score
- Objective vehicles spawns will now use SetVehicleAutoSpawn to allow respawns
- AI behaviours improved when capturing objectives
- AI will now leave vehicles if they are unable to drive them
- AI now have a chance to take objective vehicles
- AI will no longer drain tickets if they die when failing to path find
- AI have a higher chance to spawn on objectives
- Updated the spatial maps
- Redline Storage now has a forest for infantry focused combat
To add Air Boundaries, add an Area Trigger with a polygon volume for the ground boundaries and give it ObjID 1400. Then use the combat area to set the air boundaries.
This will now tell the game to use a custom UI for out of bounds and will handle everything, including when players enter/exit the vehicles.
V8.0
- VO Announcers Added
- Music Added
- New UI Animation For Ticket Bleed
- Capture Speed Now Works
- End of Round Screen Added
- Increased Custom Bot Spawn speed so they fill the lobby quicker
- Custom AI Slightly Smarter(ish)
- Added support for multiple ticket bleed styles suitable for CQ or Domination
- Increased the Custom Bot count to 50
- Multiple HQ spawn protection supported (Team 1 protection: 1100-1199 Team 2 protection: 1200-1299)
- Out of Bounds for all added (ObjID 1300-1399)
- UI updates in sync when capture point changes state
Additional Settings added for tweaking at the top of the MOD:
- Set tickets when near end music starts
- Choose ticket bleed type (both teams or only one with less flags)
- Choose if player deaths remove tickets
- Toggle whether to enable/disable Total Control bonus ticket bleed
- Set the number of tickets removed when in total control
- Set the ticket bleed speed from flags
- Set the capture and neutralisation times
- Enable/Disable VO
New Maps Added:
- Area 22B (Military RnD)
- Redline Storage (Military Storage)
- Empire State (Aftermath)
As of game version 1.1.3 Default AI (Backfill and static) will now play the objectives on Premium maps. However these will only work in server hosted and not local hosted. If you wish to use local hosted I recommend setting AI to non and using the EnableAI function in the MOD to enable the custom AI in the script.
Currently Backfill bots only fill 12 slots. However using the Custom AI instead will allow you to backfill to a default of 50 if there are enough slots. This number can be increased however runs the risk of performance impact.
V7.2
- Fixed Objective UI for players joining mid game
- Objective UI will now be linked to ObjID from 200 for A to 225 for Z
V7.1
- Fixed critical error with AI crashing the server
- Fixed sounds crashing servers when reaching object limit
- Fixed capture times breaking after being contested
- Fixed UI breaking when entering and leaving capture points
V7.0
- Added UI progress bar for capturing objectives
- Out of Bounds added for HQs
- Sounds for capturing objectives
- Custom bots will now spawn at objectives
- AI tweaked for vehicles
- AI movement tweaked
- Further fixes to the UI
- Spatial Map updated with HQ Area Triggers with 801 and 802 ObjIds
- Added 2 new maps
V6.1
- Fixes critical error where the UI would fail when 10+ players would join the match
- AI behaviour changed to make them less likely to run past sprinting
- UI Score sizes adjusted to closer match the original design
V6.0
- Custom AI has been implemented (use AI spawners in your map to use with Obj ID 901 for Team1 and 902 for Team2)
- Added team switcher (uses Obj ID 998 and 999)
- UI bug fixed so it will update for players joining mid match.
- Kills now correctly no longer count if the player kills themselves or switches team.
Known issues:
- Default AI do not play objectives (Custom AI Implemented)
- When hosting locally the scoreboard will break when changing team. If hosted on a server it will work correctly.
- Vehicles will spawn on the map and not from the deploy menu. Also being investigated
Notes about AI: Turn off backfill and static AI.
These will fill in the spare player count up to 100. So if you have 64 player slots, then 36 bots will join. The less player slots, the more bots.
Adding AI and Team Switcher
To add custom AI to your level, add AI spawners in your map to use with Obj ID 901 for Team1 and 902 for Team2.
To add the Team Switcher to your level, add an InteractPoint with Obj ID 998 or 999.
See examples of these features in the updated Godot file.
Adding Spawn protection
Spawn protection is managed by Area Triggers.
Team 1 area triggers support range 1100 to 1199 and 1200 to 1299 for Team2.
Examples are included within the spatial editor files.
Area triggers set to 1300 to 1399 will trigger out of bounds for any team that enters. This can be used for marking specific areas of the map used for exploits.
Adding Air Combat Area
To add Air Boundaries, add an Area Trigger with a polygon volume for the ground boundaries and give it ObjID 1400. Then use the combat area to set the air boundaries.
This will now tell the game to use a custom UI for out of bounds and will handle everything, including when players enter/exit the vehicles.
Click EDIT below to open the experience and save a copy
If you make a copy of the experience and you cannot see the blocks or you cannot see the map file attached in "Map Rotation" then please see the files and README in the package link.