06-17-2006, 05:58 PM | #1 |
Join Date: Jun 2005
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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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06-17-2006, 06:06 PM | #2 |
Join Date: Jan 2005
Location: Finland
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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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06-17-2006, 10:15 PM | #3 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Owners semi-anual "What makes a good CTF map" thread...?
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06-17-2006, 10:30 PM | #4 |
Useless
Retired FF Staff
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Well, it's good to see he cares.
__________________
Look at all those dead links. |
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06-18-2006, 02:16 AM | #5 |
Join Date: Feb 2005
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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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06-18-2006, 09:42 AM | #6 |
Join Date: Dec 2004
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shutdown2
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06-18-2006, 09:44 AM | #7 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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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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06-18-2006, 09:47 AM | #8 |
Join Date: Feb 2005
Location: kidderminster, uk
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two flags
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06-18-2006, 09:49 AM | #9 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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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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06-18-2006, 03:53 PM | #10 |
Join Date: Dec 2004
Location: Melbourne
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those maps consisting of just ramps get old quickly
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06-18-2006, 05:31 PM | #11 |
Join Date: Feb 2005
Location: kidderminster, uk
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except ssschtop
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06-18-2006, 06:02 PM | #12 |
Join Date: Mar 2005
Location: Europe
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And Schtop :P
There just isn't enough dming |
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06-18-2006, 08:53 PM | #13 |
Join Date: Feb 2005
Location: kidderminster, uk
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zoom zoom zoom!
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06-18-2006, 10:23 PM | #14 |
Join Date: Feb 2005
Location: Finland
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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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06-18-2006, 10:48 PM | #15 | |
Join Date: Mar 2005
Location: Europe
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Quote:
The only time I use zoom is when I play sniper :P |
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06-18-2006, 10:59 PM | #16 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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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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06-19-2006, 04:47 AM | #17 |
Join Date: Dec 2004
Location: Melbourne
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yeah except schtop
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06-19-2006, 02:37 PM | #18 |
Join Date: Apr 2005
Location: Sweden
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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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06-19-2006, 02:47 PM | #19 |
Join Date: Jul 2005
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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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06-19-2006, 06:13 PM | #20 |
Join Date: Mar 2005
Location: Europe
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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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