Okay this is a totally experimental idea i had for a map it mix both reverse ctf and cp mode in something that roughly looks like king of the hill.
-Team red and team blu start in their respective spawn base.
-Each team must escort their intelligence carrier to the capture point which is inside the rocket in the middle of the map.
-Once one team manage to capture the rocket, it trigger the opening of a "fast" road that allow them to rush quickly from their respawn, to the rocket silo.
-In order to win the match, they have to hold the silo for a period of time, prevent enemy players to enter the capture zone and prevent them to put their intelligence at the top of the rocket.
-If the enemy team manage to put their intelligence in the rocket, all the capture time is reset and the fast road access flip to the new silo defenders.
-The intelligence slow down the carrier (to prevent scout rushes)
I am of course open to suggestions if you have a better way to implement this game mode without requiring the flag/cp combo, and still be cool.
Anyway enough talk place to pictures:
This is a rough sketch i did after mucking stupidly in hammer.
Plenty of U bends to cut the drawing distance here and there
http://ethernia.net/img/ch_rocketpad/canaveral.jpg
An overview of the silo:
http://ethernia.net/img/ch_rocketpad/ch_canaveral0010.jpg
Sniper deck Well style, overlooking the middle ground
http://ethernia.net/img/ch_rocketpad/ch_canaveral0009.jpg
I haven't progressed much for now because i did a lot of bad things that made me waste a lot of time.
P.S. I hate curved surfaces. Any tricks?
-Team red and team blu start in their respective spawn base.
-Each team must escort their intelligence carrier to the capture point which is inside the rocket in the middle of the map.
-Once one team manage to capture the rocket, it trigger the opening of a "fast" road that allow them to rush quickly from their respawn, to the rocket silo.
-In order to win the match, they have to hold the silo for a period of time, prevent enemy players to enter the capture zone and prevent them to put their intelligence at the top of the rocket.
-If the enemy team manage to put their intelligence in the rocket, all the capture time is reset and the fast road access flip to the new silo defenders.
-The intelligence slow down the carrier (to prevent scout rushes)
I am of course open to suggestions if you have a better way to implement this game mode without requiring the flag/cp combo, and still be cool.
Anyway enough talk place to pictures:
This is a rough sketch i did after mucking stupidly in hammer.
Plenty of U bends to cut the drawing distance here and there
http://ethernia.net/img/ch_rocketpad/canaveral.jpg
An overview of the silo:
http://ethernia.net/img/ch_rocketpad/ch_canaveral0010.jpg
Sniper deck Well style, overlooking the middle ground
http://ethernia.net/img/ch_rocketpad/ch_canaveral0009.jpg
I haven't progressed much for now because i did a lot of bad things that made me waste a lot of time.
P.S. I hate curved surfaces. Any tricks?
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