CTF Intellitrench

Sergis

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Jul 22, 2009
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A CTF map with bunkers and a few invincible sentries.



wait, that doesn't sound very interesting. Let's try this way:

CTF_Intellitrench is a Capture The Flag map set in a unique WW2-esque setting designed with 1v1, 2v2, 3v3, 6v6, 24v24 and 0v0 competitive trading gameplay in mind.
The map introduces a new layer of teamplay and strategy involving the pre-placed indestructible sentries that force the enemy players to keep their heads down in the trenches. These sentries can be sapped however and also they can run out of ammo, which introduces a unique opportunity for a cunning Spy to open up a path over the trenches by sapping all the sentries. To counter this, an Engineer must be alert at all times, watching over not only his sentry, but the four additional ones.
The deep and intricate Spy-Engie metagame is not the only unique gameplay element being introduced in this map. The Soldier players have the one-of-a-kind high risk-high reward move presented to them - the RISe jump, short for "rocket-intel-sentry jump".
This jump is performed as follows:
1) Grab the enemy intelligence!
2) Run into the trench!
3) Rocket jump!
4) Use the knockback of the four sentries to quickly traverse the middle area!
5) (optional)(recommended) Die in the process!
Great care must be taken when executing this move, because if the sentries kill the Soldier too fast, the intelligence can be dropped anywhere - including an area covered by the same sentries! Then, unless a great teamwork effort to disable or distract them is executed, it will not be possible to carry the intelligence any further.
For those of you, who do not have a new computer, but have an experienced one instead, this map also presents the ultimate test of brainpower and intelligence (pun very intended) - the quest "Disable rain, FPS you gain"!
This concludes the description of the top notch map CTF Intellitrench. All that is left to do now is to go play it!




thats better :D
 
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Fruity Snacks

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Sep 5, 2010
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So I ran through, I don't think limiting people to the trenches is the best idea (as in the use of the sentries), but worth playtesting with.

I'd add some rough signs, just so people know which way is which, it can get confusing down there.

Something worth noteing is that the tight turns and corners make spies and pyros a bit more more-powerful, and since they are super short, the squishier classes, like snipers and medics, are at a disadvantage.

Otherwise, good start, interesting idea.
 
Aug 10, 2009
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I agree with frozen here. I think limiting players to trenches will create trench warfare, which really isn't fun. I'd advise expanding them in some way, to give classes like scout, or spy a chance.

Also keep in mind that predictable routes breed engineers.
 

red_flame586

L420: High Member
Apr 19, 2009
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Sentry's in the map arn't a good idea as they confuse the player ("Why did i just get killed by two sentrys that wouldn't die, even with uber charge?") and limit their movement. A good player shouldn't be stopped from entering an area that could give them an advantage because of their ability. A skilled player should be rewarded with alternate routes and new tactics, if there is a sentry that can't be killed, no matter how skilled they are, they're not going to get those rewards.

If you need an area purposely blocked off to stop camping or direct gameflow, don't use an unwarrented death penalty for anyone who's unsure you can't enter the area. Try putting in natural barriers or game play that isn't as harsh as an indiscriminate sentry gun and that rewards the advanced players and advantage they deserve (but remember not to make it to overpowering).

The trenches would also give a pyro or maybe a scout a huge advantage cause they can hide round corners and easily kill other classes at close range without them being able to realize.

Otherwise, looks good, maybe just change the map so you don't need the sentrys
 

Sergis

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Jul 22, 2009
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invincible sentries, not going to go do well.

Hard coded sentries are not a good idea.

Sentry's in the map arn't a good idea

I think you guys are trying to tell me something here. Not sure what it is though :p

Seriously though, I want this particular map to have invincible sentries. There are plenty of maps without them, this one will be the one with.

as they confuse the player ("Why did i just get killed by two sentrys that wouldn't die, even with uber charge?") and limit their movement. A good player shouldn't be stopped from entering an area that could give them an advantage because of their ability. A skilled player should be rewarded with alternate routes and new tactics, if there is a sentry that can't be killed, no matter how skilled they are, they're not going to get those rewards.

How's sapping all the opposing teams sentries to allow your team to charge over the trenches for a new tactic? The sentries can't be destroyed, but they can be disabled with sappers and they also can run out of ammo. Also, you can use the sentry knockback to jump all over the middle area with the intel. That's kinda new too, I think :p Theoretically we could even have a bonked scout making sentries waste their ammo on him, sniper to pick off engie coming to reload them and the whole team waiting to charge after getting the ok from scout.

I prefer thinking "This is different. What can I do with it?" first instead of instantly thinking "This is bad. It should be removed".

If you need an area purposely blocked off to stop camping or direct gameflow, don't use an unwarrented death penalty for anyone who's unsure you can't enter the area. Try putting in natural barriers or game play that isn't as harsh as an indiscriminate sentry gun and that rewards the advanced players and advantage they deserve (but remember not to make it to overpowering).

The trenches would also give a pyro or maybe a scout a huge advantage cause they can hide round corners and easily kill other classes at close range without them being able to realize.

Otherwise, looks good, maybe just change the map so you don't need the sentrys

I put the sentries in at first because i wanted to make players keep their heads down, because, well, they are in a trench attacking enemy bunkers. The area denial part came later.

I'm actually more worried that getting through the bunkers might be a bit too difficult, seeing as they are somewhat cramped and the defenders have the height advantage.

An interesting thought - what would happen if I removed the sentries and simply put a brush over the trenches? I think I might get some 'too cramped' comments, but there wouldn't be an overwhelming 'this is bad' opinion even though the map would have less options than it has now.

Let's just consider this map an experiment. An attempt to make a bad looking (as the posts above indicate :D ) mechanic an integral, accepted and fun part of a map.
 
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tyler

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Sep 11, 2013
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The thing about sentries stopping spawn camping? That reads like you're just bitter. Get over it, dude. There might -- just might -- be a reason you don't see sentries hard coded into maps, or spawn camp protection. If you're getting camped and you can't break out, you weren't gonna win anyway.
 

Sergis

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Jul 22, 2009
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The thing about sentries stopping spawn camping? That reads like you're just bitter. Get over it, dude. There might -- just might -- be a reason you don't see sentries hard coded into maps, or spawn camp protection. If you're getting camped and you can't break out, you weren't gonna win anyway.

Not bitter. I agree with your last sentence actually. I could remove the sentries near spawn, they arent that important. It's the middle ones I want to keep. I just decided to be lazy and place them instead of making alternative spawn exits. Besides, the spawn is in the back of the base, deep in the enemy territory where you shouldn't be anyway. And it still can be camped if the attackers manage to take control over both sides of the intel building.
 

red_flame586

L420: High Member
Apr 19, 2009
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If the sentries do manage to add something to how the map is played fine, it might work, it might not. Only testing will tell. My concern is mainly that players will complain. It happens all the time. People want to play tf2 like all the other maps (no inbuilt sentries) and this will just confuse them and annoy them and seem really really gimmicky. Try it out, but i'm sure people won't like it. And in the end, it's what the people like is what really counts.
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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If the sentries do manage to add something to how the map is played fine, it might work, it might not. Only testing will tell. My concern is mainly that players will complain. It happens all the time. People want to play tf2 like all the other maps (no inbuilt sentries) and this will just confuse them and annoy them and seem really really gimmicky. Try it out, but i'm sure people won't like it. And in the end, it's what the people like is what really counts.

Yea, I'd say playtest it once, and see what people say about the sentries. Overaly, I think its limiting gameplay and cause unbalance issues.
 

REEJ

L420: High Member
Aug 26, 2010
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Either way, bunkers are a good idea.
But instead premade sentries I'd propose making these Engineer friendly spots (load of ammo packs and a good view)
 

lucky

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May 25, 2009
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I don't think the sentries caused much problem, but they became redundant as most of the time they were sapped anyway, since there's no warning for anybody that their own sentrys are sapped.
 

Sergis

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Jul 22, 2009
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I don't think the sentries caused much problem, but they became redundant as most of the time they were sapped anyway, since there's no warning for anybody that their own sentrys are sapped.

iirc they were mostly sapped on one side only. I did a rocketsentryjump with the intel about 3 times.
Unfortunatelly the sentries doesnt seem to have OnSapped output. Maybe I should make an alarm whenever an enemy enters the sentry area? A sound alarm (with a cooldown, otherwise it might become too annoying) or something.