Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 07-16-2007, 08:01 PM   #1
Spider-Waffle
 
Join Date: Jul 2007
Posts Rated Helpful 0 Times
Five map ideas I've had over the years

I’ve had a lot of ideas over the years for different kinds of maps and new features a map could have. I thought I’d share some of them and see what people think. Maybe even they could find their way into a new map.


1. A ctf map that is designed to played 8O vs 8D- There would be one flag and one cap, and it would be larger with more open areas to accommodate 16 players fighting. If there was a match on it you would play one round with team A offense, team B defense and then one round team A defense, team B offense.


2. A ctf map where you need to play the whole map- It wouldn’t have a yard or bases per say, but a whole large area. Spawns would be close enough to the middle of the map that you could have good holds when the flag is near the middle of the map. The whole map would have interesting terrain to fight on, kind of like epicenter. The flag area would be hard to hold.


3. A ctf map with permanent teleporters with entrances near the middle of the map and exits deep in the back of an enemy base- This could greatly help make a ctf map where you have to play the whole map. Below is a text-picture which shows the scheme of respawns, flags and teles--
Left half:
Exit-B_____________Flag-A__Respawn-A___Entrance-A_Yard
Right half:
Yard_Entrance-B___Respawn-B__Flag-B_____________Exit-A

I hope that makes sense. Basically for O you’d spawn near the teleporter, it would take you deep into the back of the enemy base, you’d have to fight through D and get to the flag then bring it closer to the middle of map. Then it becomes faster to get to the flag by going through the yard. Ideally it’d be advantageous for the D to play the whole map, but they do spawn very close to the flag; so I guess the flag room would have to be hard to hold and/or take awhile to get into it from the front, but easy to get into it from the back.


4. A flag respawn on the top of a large steep cone- The flag wouldn’t be slightly above the cone but right into the tip of it so you’d have to touch the cone and ramp slide when you conced into the flag. It would be just past 45 degrees so the flag would fall down into a trench of some kind if you died above the cone; also you would get slow ramp slides off the cone. This would set the offense up for air shots right after picking up the flag and greatly encourage the D to go for air shots when the flag was taken, thus putting the flag in a trench.


5. A map with launch ramps that send you out at a very low angle with great speed- The launch ramps would be near the respawn and send you out to the start of the yard/middle of the map. A good rocket skimming soldier could use 3-4 rockets to get to the other side of the very large yard and thus hunt down the offense or be an offensive soldier. To make it a more effective strategy you should be giving like a 3-4 second invincibility or near invincibility (keep most of your armor) when you hit the launch ramp. If it might be abusable it could have like a 10-15 second cooldown for each different player. The middle of the map should have terrain something like warpath, possibly with some slight ramps but not close to the launch ramp but at least 1 rocket skim away.



So please let me know what you think about these ideas. Constructive criticism appreciated. I know every player likes different things so if you don’t like the idea please give some insight as to why.

Last edited by Spider-Waffle; 07-18-2007 at 07:58 AM.
Spider-Waffle is offline   Reply With Quote


Old 07-18-2007, 11:22 AM   #2
Doughnut-4|4-
 
Join Date: May 2007
Posts Rated Helpful 0 Times
1) I'm just commenting on the offense vs defense ctf map here cause I found it the most interesting of the suggestions. If this map were made I'd probably recommend an Avanti style rotation where teams swap after a successful capture. On another note the map design would be difficult because a large front line of defense is difficult to balance. The offense could be easily stomped midmap without good design.

Some of your map suggestions seem to be encouraging soldier offense and I'd like to add here that this can often be encouraged simply with smaller maps with small yards.
Doughnut-4|4- is offline   Reply With Quote


Old 07-18-2007, 02:06 PM   #3
own3r
Custom mapper
 
own3r's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
I like idea 2 though it would be difficult to do, and would probably require the mapper to limit the openness of the map with buildings and courtyards like epicentre or disable/limit the snipers on the map. Snipers are one of the considerations which limit the map designs in a similar way with concussion grenades.

The yard base model is not something I like that much but its very difficult to accommodate the game without something at least resembling it for CTF unless you pick and choose bits you do and don't want from the game.

If you work with the yard-base model you can make it better in my view by doing the following:
Making multiple base entrances

Making doors and corridors of a reasonable size which cannot be blocked.

Make the midfield and distance to the flags short.

Incorporate as much greenery into the bases themselves so it doesn't feel like such a divide between yard and base.

Last edited by own3r; 07-18-2007 at 02:16 PM.
own3r is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:15 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.