- Feb 15, 2011
- 54
- 8
I had this idea that I wanted to share with some people here to see what you made of it.
The point of Territory Control was to add some inherent replayability to a map and also create a map where players would be faced with new ways to play through the same spaces again and again. Unfortunately TC_hydro usually ends in a stalemate if there are any more than 6 players on either side, except for the last stage at each end which are impossible to defend.
Gravelpit is the one attack/defend map that could have you fighting for a different CP depending on how the game goes. When the game starts the defending team has the option to split their force into two, put all their players onto one point or most of their players on to one point and send a token force over to the other. The attackers have a similar choice. This means the first stage of the game can unwind in several different ways, although often A is captured first because B is easier to defend.
The idea is pretty much a combination of those two things. As you can see on the diagram below, there are 4 CPs. At the start of the round the server selects 2 points of of A, B and C. The BLU team then must take these two points before moving on to D. This adds some of that replayability that TC had in mind while keeping the basic gameplay of Gravelpit.
It would be important to make sure that people don't pay too much attention to the point that is closed down. My plans for the map would involve the area of A, B and C being not too far apart and more or less part of the same area, instead of Gravelpit's definite separation between the areas. (Although I would have to make sure Snipers don't get too much of a free ride and ensure map optimisation remains possible.)
When a CP point is not selected at the start of the round I will also partially shut down that area and do things to encourage people not to linger there too long (shutting up buildings etc).
I'm fairly certain this sort of gameplay would be possible to implement, although it may require a bit of fiddling about to do. It would also be important to balance A, B and C so we don't get the Gravelpit situation of A being abandoned most of the time.
So, what do you think? Do you think this would be a fun game type? Is it worth attempting? Is it even possible? Would it be better just to stick with a standard Gravelpit style?
The point of Territory Control was to add some inherent replayability to a map and also create a map where players would be faced with new ways to play through the same spaces again and again. Unfortunately TC_hydro usually ends in a stalemate if there are any more than 6 players on either side, except for the last stage at each end which are impossible to defend.
Gravelpit is the one attack/defend map that could have you fighting for a different CP depending on how the game goes. When the game starts the defending team has the option to split their force into two, put all their players onto one point or most of their players on to one point and send a token force over to the other. The attackers have a similar choice. This means the first stage of the game can unwind in several different ways, although often A is captured first because B is easier to defend.
The idea is pretty much a combination of those two things. As you can see on the diagram below, there are 4 CPs. At the start of the round the server selects 2 points of of A, B and C. The BLU team then must take these two points before moving on to D. This adds some of that replayability that TC had in mind while keeping the basic gameplay of Gravelpit.
It would be important to make sure that people don't pay too much attention to the point that is closed down. My plans for the map would involve the area of A, B and C being not too far apart and more or less part of the same area, instead of Gravelpit's definite separation between the areas. (Although I would have to make sure Snipers don't get too much of a free ride and ensure map optimisation remains possible.)
When a CP point is not selected at the start of the round I will also partially shut down that area and do things to encourage people not to linger there too long (shutting up buildings etc).
I'm fairly certain this sort of gameplay would be possible to implement, although it may require a bit of fiddling about to do. It would also be important to balance A, B and C so we don't get the Gravelpit situation of A being abandoned most of the time.
So, what do you think? Do you think this would be a fun game type? Is it worth attempting? Is it even possible? Would it be better just to stick with a standard Gravelpit style?
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