Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

View Poll Results: A good flag room has:
wide, open entrances 8 33.33%
narrow choke point entrances 8 33.33%
different kinds of entrances 14 58.33%
only one or two enrances 2 8.33%
some walls around the flag 5 20.83%
horizontal space (wide room) 10 41.67%
vertical space (high room) 9 37.50%
multiple floors (ff_well, ff_shutdown2) 11 45.83%
not much cover 5 20.83%
quick route to respawn (ff_aardvark) 4 16.67%
Multiple Choice Poll. Voters: 24. You may not vote on this poll

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-05-2007, 06:17 PM   #1
A1win
Nutcracker
 
A1win's Avatar
 
Join Date: Sep 2007
Location: Kuopio, Finland
Posts Rated Helpful 0 Times
Send a message via MSN to A1win
What makes a good flagroom?

The flag room is where most of the action takes place in many maps - or at least where it should. Players on most public servers usually center the action in the middle of the map because, well, it's in the center of the map.

I was thinking of a map with a CTF game play, but with one team attacking and the other defending. This would pretty much put all the action in the defender's flag room.

Here's some points I think a flag room should have (I like[list]s, don't I?):
  1. Enough room for snipers to encourage them defending the flag instead of fragging people at the yard. Not too good hiding places so they wouldn't be too imba. ff_well is a fine example.
  2. At least one narrow entrance that makes a good choke point for demomen, pyros and soldiers to defend. ff_aardvark is too open and makes pyros quite useless.
  3. Unless there are multiple small entrances (like in ff_well, ff_shutdown2 and ff_2morforever) the main entrance should be wide (like in ff_aardvark).
  4. Good places for sentry guns, preferably with cell bags near them (or you can just use your dispenser). The SGs are still quite easy to destroy.
  5. If the flag pedestral is sloped, something around it to block pipe bombs falling off. I think all the current maps have considered this, but maybe worth pointing out anyway.
  6. Something to support concing. Either vertical space (ff_well) or horizontal space (ff_aardvark). Alternatively there can be other concing places like the elevator was in 2fort, just outside the flag room. I haven't done much concing myself so maybe someone more pro could enlighten me what makes a good conc jump for a flag room.
  7. Some cover for spies (and offense who is waiting for the flag to return). In ff_well, there's the bridge you can go under, and the big cylinder around the capture point. In ff_aardvark there are the transparent glasses, which don't make very good hiding places though, and umm... a box. Shutdown2 has the ramp and corridor below flag, and the balcony above it.
  8. Something different in every flag room to make it unique. Elevators and window in ff_well, excellent ramp placement in ff_shutdown2, lots of room in ff_aardvark...
So actually that's a list of what flag rooms already have... I'd like to hear some ideas of what things they should have, but don't. Also any comments about what they have but shouldn't have.

The problem with most mappers (at least with me) is that we actually suck at playing and can't make everything to work as it should.
A1win is offline   Reply With Quote


 


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 11:13 AM.


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