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Old 06-17-2006, 05:58 PM   #1
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Thigns which make a good CTF map

These are some of the things which seem to give good gameplay to a map:

Three easy exits from a base
Two easy enterences and one conc enterence
No very long passages which are just one a single plane
Routes which avoid midfield snipers
An open flagroom with security in another room (usually smaller)
Two respawns one near the front of the base for offence, and another which has access to offence but is further away and nearer the flag.
Good concing opportunities with slightly longer routes for those who cannot conc.
Circular paths within a base linking between areas at opposite ends, so the whole map looks something like a figure of eight.
Circular paths when going up a plane eg on stairs
A limited number of choke points to avoid slow gameplay, but enough to give defence a chance.
Corridors which are of varying width all of which allow easy bunny hopping.
There are areas are on more than two planes and players on different planes can interact.
Ceilings are high enough in the base to allow easy concing.
The midmap sky is more than high enough to allow all concs

Any more suggestions?
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Old 06-17-2006, 06:06 PM   #2
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You might want to have a look here: http://forums.fortress-forever.com/s...highlight=good

*krhm* who started that one? *krhm*
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Old 06-17-2006, 10:15 PM   #3
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Owners semi-anual "What makes a good CTF map" thread...?
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Old 06-17-2006, 10:30 PM   #4
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Old 06-18-2006, 02:16 AM   #5
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yes, add ramps and other things to make offending fun. (think haste)
all it takes to keep defenders happy is something to shoot at.
cater to the offense, and youre good to go.
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Old 06-18-2006, 09:42 AM   #6
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shutdown2
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Old 06-18-2006, 09:44 AM   #7
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give it a week, and i'll be back into my mapping, i think. i'll see if i can finish silo off, and start work on a new (and to be disclosed) map idea i had the other day
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Old 06-18-2006, 09:47 AM   #8
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two flags
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Old 06-18-2006, 09:49 AM   #9
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and two bases! na its a bit more than that but yea the mechanics are still traditional CTF
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Old 06-18-2006, 03:53 PM   #10
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those maps consisting of just ramps get old quickly
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Old 06-18-2006, 05:31 PM   #11
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except ssschtop
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Old 06-18-2006, 06:02 PM   #12
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And Schtop :P

There just isn't enough dming
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Old 06-18-2006, 08:53 PM   #13
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zoom zoom zoom!
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Old 06-18-2006, 10:23 PM   #14
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Spawn room
Ammo, armor and medipacs
2 flags
'hidden locations' (as on top of the pillars on the cealing of 2fort's flagrooms)
Good Sg spots and worse Sg spots
Intresing layout
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Old 06-18-2006, 10:48 PM   #15
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Quote:
Originally Posted by darksoul
zoom zoom zoom!
Rofl.

The only time I use zoom is when I play sniper :P
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Old 06-18-2006, 10:59 PM   #16
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Every good CTF map needs a hidden set of entities that converts the map into some sort of wacky fun map when an admin triggers them.
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Old 06-19-2006, 04:47 AM   #17
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yeah except schtop
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Old 06-19-2006, 02:37 PM   #18
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... can someone explain a ramp? and rampsliding? i dont get it

I dont have any idea at all of what it is or if i do it
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Old 06-19-2006, 02:47 PM   #19
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Well a rampslide in tfc when you hit the ramp at a fast speed like from concing and you fly right up the ramp with out lossing to much speed and you fly right off it into the air. You dont loss alot of speed when you hit a ramp.
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Old 06-19-2006, 06:13 PM   #20
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But what Darkness forgot to mention was that you need to crouch at the lip of the ramp if you want to leave the ramp smoothly.
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