Hi,
I am making a map using the cyclic control point idea.
Currently I just want to show the concept and get some feedback. It isn't really playable (at least not how I inteded it to be), since my defender doors don't work, which give a shortcut between two points owned by one team. If you have a good grasp of hammers logic system, I asked for help in this thread:
Door with condition - TF2Maps.net
What I need to do:
-easy to understand.
-initiative for players to attack and defend
-balanced for all classes
-reduce stalemates to a minimum
What I want to do:
-make every point play differently, but at the same time keep a balance between the points
For making it easy to understand I rely on a couple of design choices. Going clockwise means attacking, counterclockwise defending. Every point is in an open area (with buildings), connected by smaller passages. I will add signs to help players find their way. This will hopefully help every player get to where he wants to go.
The second point is directly connected to the first. But in order to make holding 3 points possible, I need to create shortcuts for defenders. For doing this right I currently try to get those doors working.
Class balance is an obvious goal, but as of a1 a bit too early to deeply go into this.
For helping against stalemates the points can't be too easy too attack, or else both teams would capture one after another. At the same time they cant be too easy to defend, because they wouldn't be cappable.
If it is too hard to cap all the points, I may need to think of another victory condition. If it is possible, it might be good to bind a koth timer to holding 3 control points. This doesn't make the map more complicated, as the objective is still to just cap the points, but at the same time drastically reduces stalemates.
So thats it, I haven't decided on a theme yet, but it will probably be desert.
Credits:
-Hovis for the idea and for the ccp_mechanics, which I used as a template for this
map
-Rexy for his rock pack
I am making a map using the cyclic control point idea.
Currently I just want to show the concept and get some feedback. It isn't really playable (at least not how I inteded it to be), since my defender doors don't work, which give a shortcut between two points owned by one team. If you have a good grasp of hammers logic system, I asked for help in this thread:
Door with condition - TF2Maps.net
What I need to do:
-easy to understand.
-initiative for players to attack and defend
-balanced for all classes
-reduce stalemates to a minimum
What I want to do:
-make every point play differently, but at the same time keep a balance between the points
For making it easy to understand I rely on a couple of design choices. Going clockwise means attacking, counterclockwise defending. Every point is in an open area (with buildings), connected by smaller passages. I will add signs to help players find their way. This will hopefully help every player get to where he wants to go.
The second point is directly connected to the first. But in order to make holding 3 points possible, I need to create shortcuts for defenders. For doing this right I currently try to get those doors working.
Class balance is an obvious goal, but as of a1 a bit too early to deeply go into this.
For helping against stalemates the points can't be too easy too attack, or else both teams would capture one after another. At the same time they cant be too easy to defend, because they wouldn't be cappable.
If it is too hard to cap all the points, I may need to think of another victory condition. If it is possible, it might be good to bind a koth timer to holding 3 control points. This doesn't make the map more complicated, as the objective is still to just cap the points, but at the same time drastically reduces stalemates.
So thats it, I haven't decided on a theme yet, but it will probably be desert.
Credits:
-Hovis for the idea and for the ccp_mechanics, which I used as a template for this
map
-Rexy for his rock pack
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