Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Reply
 
Thread Tools Display Modes
Old 08-26-2007, 03:59 PM   #1
Doughnut-4|4-
 
Join Date: May 2007
Posts Rated Helpful 0 Times
Turtling Defense

This old post caught my eye about Defensive Medic. Many argued it didn't work and others said it did. The fact that the topic was even brought up demands some truth, but I'm not here to argue the relevance.
http://www.fortress-forever.com/foru...efensive+Medic
o_nezumi made a solid discovery in the post, "I think a large part of the problem with TFC, in terms of competitive play, is that the maps weren't designed for it."

Having this thread in mind I wanted to bring up a new thread discussing map design and Turtling (The term given to a team usually in league play that converts their entire team to defense, once obtaining a decisive point lead). Some maps are impossible to turtle (enclave) while others seem impossible to resist turtling (2fort). I really don't have anything else to say except, I hope map designers avoid turtle map creation when possible, but not at the risk of compromising a fun map layout. I also want to know what others have to say about Turtling.
Doughnut-4|4- is offline   Reply With Quote


Old 08-26-2007, 04:09 PM   #2
4est
Fortress Forever Staff
 
4est's Avatar
 
Join Date: Mar 2007
Location: OK
Posts Rated Helpful 0 Times
Send a message via Yahoo to 4est
The FF maps by the devs, tend to be more open, have wider halls and rounded corners. These maps facilitate movement. That being said, if you have 7D on a map, it's going to get locked down. Leagues will still need max D rules.
4est is offline   Reply With Quote


Old 08-26-2007, 04:27 PM   #3
mistermojo
the pumps dont work
 
mistermojo's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Class based ctf simply doesn't work with turtling, no matter what map it is. The reason is that because there is no spawn timer, the offence can't make a big enough impact on the d (health wise or kill them) because d will spawn or resupply in seconds, and all the effort o went through to kill some will be undone
mistermojo is offline   Reply With Quote


Old 08-26-2007, 04:54 PM   #4
Jetpac
E-COOL
 
Jetpac's Avatar
 
Join Date: Jul 2007
Posts Rated Helpful 0 Times
i agree with both sides of the argument in that thread.

The medic does have the stopping power needed, IF used as a roaming class. because as was said any attackers comming through should be fairly wounded ad even if they get a way a medic can chase.

with regards to turtling if you dump 8 guys on D its going to be nearly impossible on pretty much any map to get to the flag, and even if you do it wouldnt be enough to upset the league because of the number of waves it would take to get to it every time.
Jetpac is offline   Reply With Quote


Old 08-26-2007, 05:04 PM   #5
Doughnut-4|4-
 
Join Date: May 2007
Posts Rated Helpful 0 Times
Quote:
...d will spawn or resupply in seconds, and all the effort o went through to kill some will be undone
undone assuming the defense can get back in position within seconds... as is the case on almost every map... but there are a rare few maps which I believe can't be turtled very well and these are generally the maps where offense vs offense is acceptable (epicenter & enclave come to mind).

I try to design most my maps small with multiple routes through the middle of the map to prevent offense vs offense and to encourage offensive soldiers. It's my belief that if the map doesn't encourage midmap killing (by having multi-routes), the attackers will have greater success at capping no matter how many are inside.

Sorry, I keep getting more thoughts. I think I said this already but low scoring maps are turtle friendly for obvious reasons. This maybe why I prefer Offensive maps in general (Scores over 100).

Last edited by Doughnut-4|4-; 08-26-2007 at 05:13 PM.
Doughnut-4|4- is offline   Reply With Quote


Old 08-26-2007, 05:07 PM   #6
mistermojo
the pumps dont work
 
mistermojo's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
yes, maps that aren't true ctf which aren't played that much

also if you make a map that's against turtling, it will be way too hard to defend without having more d since it would have to be more wide open, more entrances, etc
mistermojo is offline   Reply With Quote


Old 08-26-2007, 08:09 PM   #7
Foxtrick
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
This is where I'll bring in the map Well example. You see, part of the argument that defence can respawn in seconds as can fall straight back into place much faster than a offy can get to the enemy door again, is completely true. Yet the map is built in such a great way, that if your that FR sol or engi that has died, you have a long time to get back up in place, meaning that once a crack appears defencesively in the map Well, and just one offy makes it to the FR, its practically very open and fair game, plus it tests the FD soldiers in reacting positionally flag movement wise.

Ofcourse what im referring to is map Well's, one solid choke point, the duo of soldiers at the FD Backed by a engi/sol/demo in RR. For a map like Well, its beautiful, since the FR is so open.

A rule of thumb I would stick by certainly in map design for FF, is how defendable is the main one or two chokepoints, if its very tight, expand the FR massively and rooms linking to the choke points(we assume as not just being entrances but only exits too)

As much as Well got flamed alot, it certainly proved really good in this aspect.
Foxtrick 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 11:30 AM.


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