Author Topic: ctf_prong's idea  (Read 1675 times)

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Offline Blue-ninja

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ctf_prong's idea
« on: August 17, 2008, 06:55:48 pm »
Okay, I just wanted to try something different other than a normal ctf map, and I wanted something fast and fun. This is the layout and the spawns I came up with. And here's my intention...

The flags are far away from either team's spawn points, there aren't any nadepacks in bravo team's route, because of height advantage, and all the nade packs are on the lower grounds because of that same reason.

Alpha team's route has a 'ramp' at the end of it, so they can easily jet up to the first platform and then the blue flag's platform, but then they'd have to go down to their own flag to score. When jetting up to the blue flag, they're vulnerable to attacks.

Meanwhile, Bravo team initially has the height advantage and can intercept alpha team easily, but Alpha team's red flag is on the bottom, whereas they'd go down to get it, and jet up to their blue flag where they as well will be vulnerable to enemy attacks.

In the first leg of that map, everyone's racing to see who gets to whose flags first. Sometimes there are defenders with a height advantage, but there's no nade packs near the top, so they could easily be killed by anyone who went there from the bottom of the map. Usually, when one gets the first flag, there's another team who's fighting to keep them from scoring.

Layout help, balance help, spawn points help is greatly appreciated. This map is only in the beta stage, so scenery doesn't exist, and shading is merely basic.

Offline mar77a

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Re: ctf_prong's idea
« Reply #1 on: August 17, 2008, 07:24:42 pm »
map's probably way too fast

looks like a laying down version of ctf_x, will be kinda hard to balance and where the hell does the action take place?

ps: sorry about lack of constructive criticism but i'm especially lazy right now

Offline jrgp

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Re: ctf_prong's idea
« Reply #2 on: August 17, 2008, 07:44:54 pm »
I admit it looks fun and interesting, but I just can't help but think that people will be camping and nade spamming from the area under the flags. Maybe...make that place a lava waste land with spikes and crap?
There are other worlds than these

Offline Blue-ninja

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Re: ctf_prong's idea
« Reply #3 on: August 17, 2008, 07:54:17 pm »
That's the trouble right there :/ I want to place nades in the map, but it has to be so sh*t like that don't happen. Hurting polies may work, but depending on the amount of jets the map may/should have, it'd be a long time before the spammers die.

Assuming the action does take place where the flags are, which will be most likely. People die, they go back to the place where it's isolated from the action. Another problem would be the spawners, but Bravo team's place does have a high ceiling so people can jet out of reach of some saws. I'd have to do the same for Alpha team's as well.

I'll post a download later on.

Offline Hair|Trigger

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Re: ctf_prong's idea
« Reply #4 on: August 18, 2008, 03:09:43 am »
That looks ok providing Blue team doesn't nade spam when they come out of the tunnel

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Offline Magus86

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Re: ctf_prong's idea
« Reply #5 on: August 18, 2008, 04:54:37 pm »
Hmmm... You're giving alpha all the kits... Height advantage or not, it doesn't matter if alpha can keep running back to the health and grenades, while Bravo is left high and dry.

Offline Blue-ninja

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Re: ctf_prong's idea
« Reply #6 on: August 19, 2008, 06:25:21 pm »
Here's the map download. It's not completely finished, of course. I just added colliders and made a few poly fixings.

Offline chutem

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Re: ctf_prong's idea
« Reply #7 on: August 20, 2008, 12:18:25 am »
Bravo doesn't really have enough of a height advantage.

at the start as the alpa team comes out of their tunnel, and the bravo team goes over them, they could each throw a nade at bravo's feet, they will get lots of kills, If they are good/lucky enough they could kill the whole team at that one intersection and get a free cap + control of the map.

If the height advantage of bravo was out of nade reach, it would probably be more balanced.
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs

Offline Blue-ninja

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Re: ctf_prong's idea
« Reply #8 on: August 20, 2008, 12:22:22 am »
There isn't a nade pack in Alpha's tunnel in that .pms download.

Offline chutem

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Re: ctf_prong's idea
« Reply #9 on: August 20, 2008, 12:30:32 am »
But the players will start off with at least one grenade on most ctf servers.
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs

Offline Blue-ninja

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Re: ctf_prong's idea
« Reply #10 on: August 20, 2008, 01:14:36 am »
In that case, colliders seem to be the only solution to the nade-spam-only-once problem. :)

Offline chutem

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Re: ctf_prong's idea
« Reply #11 on: August 20, 2008, 01:28:27 am »
Yeah, that actually is a good solution.
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs