Backpier

hadlock

L1: Registered
Jul 5, 2009
19
31
Been playing this occasionally on our server usually 10v10 or 12v12. It's great because of a) obviously the cart idea completely solves the turtling issue and b) tiny file size. One person mentioned it would be nice to have a cart indicator across the bottom of the screen to let you know roughly where the cart was. I've gotten burned sneaking back to enemy spawn a few times trying to get to the intel, only to find that I've passed it. Knowing where your intel is is important for defense as well!

Another thing is that the intel cap area isn't blindingly obvious; a lot of people are trying to cap it to the cart, and others can't figure out how far back they need to run it. Maybe some additional signage would help?

Great map though, people really seem to like it.
 

ratclaw

L2: Junior Member
Feb 2, 2009
70
13
I played this map last night. Hands down best ctf I've ever played. I've seen another map with a mobile flag, but it just circled the base and was annoying to find if you didn't know the map.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Yeah, sure.

I'm not convinced the cart method is best for competitive play, but I've been knocking some ideas around in my head in regards to it. The main challenges are that it's a self correcting map which means that successful defenders have smaller rewards than they ought, and that the position of the cart is not easily predicted.

Still, I'll put out a prefab soon (although it's mostly ravidge and snark that made the majority of the system)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I assume that it'd be easy enough to make an Aurora system.