Cargolock - Unique take on the 'standin gamemode' Entry for Back2Basic Contest
Screenshots coming later
There are several problems I see with cp_standin.
First, the points are too far from each other. You cap a point, and leave to go get the next point. When you are halfway there to the next point, the enemy team has almost captured the point you captured 20 seconds ago. You either turn back or proceed to capture the next point. If you turn back, you may be able to save the point. But you dont get to capture the point. If you proceed, you will lose the point while gaining a point, netting 0 point. The rotation time between the points should be smaller.
There is no clear 'frontline', causing the players to be everywhere. The connectors between the points are the main culprit of this problem. It funnels the players into one or two doorways so players are less organized. The fights are therefore sporadic and the winner is decided based on whoever spots the other first. To solve this, I've made all connectors between the points to have inherent 'owner.' The connectors are always closer to one team than to the other. This means that players can make strategic choice of choosing which connector to use depending on the team that controls the point near it.
Lastly, the map is mirror symmetry that I despise. It is not balanced and it is harder to work on the layout as I have to mirror everything. This includes props which I may or may not be allowed to make a mirrored version. Hammer is also terrible at mirroring props.
Screenshots coming later
There are several problems I see with cp_standin.
First, the points are too far from each other. You cap a point, and leave to go get the next point. When you are halfway there to the next point, the enemy team has almost captured the point you captured 20 seconds ago. You either turn back or proceed to capture the next point. If you turn back, you may be able to save the point. But you dont get to capture the point. If you proceed, you will lose the point while gaining a point, netting 0 point. The rotation time between the points should be smaller.
There is no clear 'frontline', causing the players to be everywhere. The connectors between the points are the main culprit of this problem. It funnels the players into one or two doorways so players are less organized. The fights are therefore sporadic and the winner is decided based on whoever spots the other first. To solve this, I've made all connectors between the points to have inherent 'owner.' The connectors are always closer to one team than to the other. This means that players can make strategic choice of choosing which connector to use depending on the team that controls the point near it.
Lastly, the map is mirror symmetry that I despise. It is not balanced and it is harder to work on the layout as I have to mirror everything. This includes props which I may or may not be allowed to make a mirrored version. Hammer is also terrible at mirroring props.