- Jun 16, 2009
- 189
- 91
So, now that the contest is winding down I am starting to look forward for what to do for my next project, and I think that I want to do a regular CTF to be able to do something that is much smaller and simpler.
However, I have a big personal issue with many of the existing ctf maps in that with some good sentry placement, the maps tend to just become swirling maelstroms of suck! It just turns into a grindfest with very little for the actual objective being accomplished. What I think is the main cause of this is the fact that since the flag is fairly deep into the base on a very linear path, so there are plenty of sentry spots and places that need to be broken through in order to get the flag. So, it tends to go as a back and forth until someone breaks through, and until that happens it tends to be less than fun (At least for me).
So my thought on this to break it up was to within the base have two flags on opposite sides from each other. When one of the flags is picked up, the other one disappears until the first one is returned.
Now, my biggest issue with this is the fact that having 2 flags per side doesn't really work on the HUD, given that there is only one arrow. I want to make this sort of game type, but I am wondering what the best means to implement this would be. My current thoughts are:
2 Flags: Like I mentioned above, just stick with the two flags idea, have two flags and one capture area per side. I don't know how feasible it would be, but it might be possible to put in a community request to valve for the ctf hud to be able to support multiple flags.
1 Flag, 2 CPs: Basically, another idea I had was have one flag at one of the two possible pick up points, and at each of them have a CP. The CP is captured within one second, and as soon as it is capture the intelligence is moved from one location to the other. That way the offensive team can effective request the flag and then run with it. The problem I see with this is that it is something very non-standard for a ctf, and I imagine people would not entirely understand what to do before playing several times.
Moving Flag: My third and last idea is to have the flag be moving between the two points, like on a cart or something. My main issue with this is the fact that it gives the defense the single target to set up defense on. In my personal view it sort of defeats a good bit of the point of having 2 flags, though I still think it is better than the single stationary flag. (Though I guess it would be alright if I had it moving fairly quickly, as it would be hard to constantly run with it to defend it)
So, I am curious what peoples thoughts and comments are on this? Would this be feasible? Are there any methods to implement this that I am missing? And what method should I use for this?
However, I have a big personal issue with many of the existing ctf maps in that with some good sentry placement, the maps tend to just become swirling maelstroms of suck! It just turns into a grindfest with very little for the actual objective being accomplished. What I think is the main cause of this is the fact that since the flag is fairly deep into the base on a very linear path, so there are plenty of sentry spots and places that need to be broken through in order to get the flag. So, it tends to go as a back and forth until someone breaks through, and until that happens it tends to be less than fun (At least for me).
So my thought on this to break it up was to within the base have two flags on opposite sides from each other. When one of the flags is picked up, the other one disappears until the first one is returned.
Now, my biggest issue with this is the fact that having 2 flags per side doesn't really work on the HUD, given that there is only one arrow. I want to make this sort of game type, but I am wondering what the best means to implement this would be. My current thoughts are:
2 Flags: Like I mentioned above, just stick with the two flags idea, have two flags and one capture area per side. I don't know how feasible it would be, but it might be possible to put in a community request to valve for the ctf hud to be able to support multiple flags.
1 Flag, 2 CPs: Basically, another idea I had was have one flag at one of the two possible pick up points, and at each of them have a CP. The CP is captured within one second, and as soon as it is capture the intelligence is moved from one location to the other. That way the offensive team can effective request the flag and then run with it. The problem I see with this is that it is something very non-standard for a ctf, and I imagine people would not entirely understand what to do before playing several times.
Moving Flag: My third and last idea is to have the flag be moving between the two points, like on a cart or something. My main issue with this is the fact that it gives the defense the single target to set up defense on. In my personal view it sort of defeats a good bit of the point of having 2 flags, though I still think it is better than the single stationary flag. (Though I guess it would be alright if I had it moving fairly quickly, as it would be hard to constantly run with it to defend it)
So, I am curious what peoples thoughts and comments are on this? Would this be feasible? Are there any methods to implement this that I am missing? And what method should I use for this?