Fusion

CTF Fusion B2

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Current version: b2

Fusion
A capture the flag map.
[Contest Entry]

Winter/snow environment. Bases will be industrial, within the cold theme.

Download available!

How it works:
  • Returntimer: 15 seconds.
  • Capturezone is your teams intelligence.
  • You can't capture while your intelligence is carried.
  • Touching your own intelligence while carrying the enemy intelligence will score a point, and return both flags to their bases.
SS-2010.03.07-16.06.24.png




Contributions:
DaBeatzProject: Particles
Selentic: Model
Tyker: Model
Steffo0: Model reskin
Shmitz: Tf2m Poster
Void: Textures

Thanks!!

EXTRA:
Fusion Part 1: item_teamflag and me.
Fusion Part 2: Practical Problems
Fusion Part 3: Motivation
Fusion Part 4: Detailing and Deadlines
 
Last edited:

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
I think that this mode is more doomed to fail than normal, as one team will have the ability to simply turtle the living crap out of the intel.

With strategy comes turtling the living crap out of the intel.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
I think that this mode is more doomed to fail than normal, as one team will have the ability to simply turtle the living crap out of the intel.

With strategy comes turtling the living crap out of the intel.

That's the advantage of the auto cap when the flag carrier runs over the dropped flag: encourages assaulting one another.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
This could be griefed so much in pub play...

I realise it's for comp, but yea. Very cool idea none the less.

Is there a delay on flag return after a capture?
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
That's the advantage of the auto cap when the flag carrier runs over the dropped flag: encourages assaulting one another.

I think it is the complete opposite. The flag bearers will most likely act very defensively in an effort to prevent the enemy flag bearer from gaining the point, causing them to have people on them as well for defense. The teams will most likely either split for offense, or risk dropping the flag too much to do anything. Either way, I don't see how it can possibly encourage assaulting as much as it encourages turtling, but I see it from the flip side of yours.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
This could be griefed so much in pub play...

I realise it's for comp, but yea. Very cool idea none the less.

Is there a delay on flag return after a capture?

Yeah, pub play with this system will be difficult, but it works in so many other games so I don't think it will be impossible.

Returning intel is instant.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I think it is the complete opposite. The flag bearers will most likely act very defensively in an effort to prevent the enemy flag bearer from gaining the point, causing them to have people on them as well for defense. The teams will most likely either split for offense, or risk dropping the flag too much to do anything. Either way, I don't see how it can possibly encourage assaulting as much as it encourages turtling, but I see it from the flip side of yours.

It's a new untested ctf variant, it could go either way.
It just takes an instant to return the intel, one false step by the carrier and the game swings back into action.
If you are afraid of splitting the team between offence defence, there is always the option of going hunting as a 6 man group and capture by bruteforce.

Also, I think running a sneaky spy will be a winning tactic, a backstab on the intel is basically a instareturn :)
 

Ravidge

Grand Vizier
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May 14, 2008
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2,818

jakemaheu

L1: Registered
Aug 13, 2009
40
4
If I may, I'd like to offer some constructive feedback.

First off, nice job. It looks like you've put a lot of work into this map.

I noticed in the first two pictures that your displacements are quite angular, and it appears that they have no tops. Since people will be rocket and sticky jumping, they'll see over the tops and be able to see through them (since you can see through displacements if you're behind one). I'd also work on trying to make more natural-looking cliffs.

Finally, since this is a snowy map, you'll want to add snow on your rooftops.

Good job, and good luck!
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Somebody should really make some nice modular snow models for rooftops.
 

Ravidge

Grand Vizier
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May 14, 2008
1,544
2,818
a1 released!



Finally!
I don't care much about visual problems because I will probably rebuild most of it sooner or later. But I'd love to hear comments about the layout and 'gamemode'.
New pictures in the OP, but it looks pretty much the same as the last time.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I'm making a custom intel! I can't say I know much (any) about modeling, but there are lots of helpful members around who I can pester.

SS-2010.01.17-15.27.23.png


the idea:
SS-2010.01.13-16.16.24.png


It's Helium-3 btw. Though I dont know what the hell is in the sketch image, don't ask.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Had a first run of the map, lots of comments ingame.

I'm really curious to how it would work in a pug though, because with 24 players it's very difficult to have any strategies and both flags were never really in play at the same time.

Comments on layout and flow are appriciated though.