03-15-2006, 02:40 AM | #1 |
Join Date: Jan 2005
Location: Davis, CA
Posts Rated Helpful 0 Times
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Double Shutdown CTF Map: flagtrap
I have been working on a map for about a month now, and figured it was time to post something about it before the name is taken. Many of you have probably heard me spamming moronic questions in #fortressforever about Hammer, and it was most likely for this map. This is my first map ever, for any game (other than Command and Conquer: Red Alert), and so far it is coming along very nicely. I spent a lot of time considering gameplay before designing it, and feel that I have eliminated most, if not all, of the problems with contemporary CTF maps through my innovative design of the map layout.
What is Double Shutdown you ask? Well, I don't recall any other maps I've played as having it, so hopefully it is a new style that I have created! Basically the bases will have two switches: one for offense and one for defense. This all came due to my desire to combine the best aspects of Shutdown2, Schtop, and Openfire, while maintaining my own complete originality.Like Shutdown2 and Openfire, there will be the ability to activate lasers, but the roles will be reversed. Instead of the offense attempting to deactivate lasers that are usually active, the defense will be scrambling to activate lasers to trap the offense in a relatively cramped area. Like Schtop, the offense will have a switch that opens the doors to the flagroom, but unlike Schtop, the defense will not be able to get into the barricaded area except for the 30 seconds that the doors are open for the offense. In my opinion, this was a large flaw in Schtop, because the ability for the defense to set up in the flagroom made the combination of timed access and getting by the defense that has the luxury of not being attacked whilst setting up very difficult for anyone but the most expert players. This is not to say that I am trying to make my map a no-challenge cap-a-thon, in fact it will be quite the contrary, but I think it will demand more from the defense at the same time to be effective. In Schtop, two engineers and a demoman in the flagroom made it just about impossible to cap, except by sheer luck or horrendously poor choices by the defense. I am VERY open to suggestions, so please leave your thoughts on my design. I will post screenshots very soon, but they will be to show the layout only, not to showcase the map, as the texturing is nowhere near completion, and I haven't even begun the lighting. Note: Please check out my map on Snarkpit for more frequent, journalistic updates. I will use this thread solely for collecting comments and posting media updates. |
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