CTF Rumble

T

The Asylum

I'll admit, I fucked up on Checkpoint pretty bad.

So here's a map I should have made instead, introducing, CTF Rumble!

ctfrumblea10001.jpg


Health on top of the bridge where its risky, ammo below where it's safer to hide out awhile

ctfrumblea10010.jpg


Sniper decks are easily accessible, so no more useless Snipers taking up half your team.

ctfrumblea10009.jpg


Like Checkpoint, Rumble is designed to starve Engineers of metal, and making building sentries a real lengthy pain in the ass. Drop-down hole in the spawnroom so other classes can get out and go at it, but if Engys want a restock of metal, they gotta take a looooooooong trip.

So how easy is it for the enemy team to get into your intel room?

ctfrumblea10003.jpg


See this (what is supposed to be) foreman's trailer?

ctfrumblea10004.jpg


It's connected to this vent. Where do it lead to? You'll see.

ctfrumblea10005.jpg


For the more direct approach, this is the first room enemies see when invading the front door.

ctfrumblea10007.jpg


At the bottom of the stairs. There's the intel, and a supply of health and a little ammo tucked away just out of sight.

Now, where did that vent lead to?

ctfrumblea10008.jpg


Yep, right above the enemy intel. Soldiers and Demomen who are feeling exceptionally lucky just might be able to drop down, pick up the intel, and blast back up again.

Will it work? Who knows. Not until we try it out anyway.

</takes a nice break from gimmick map bullshit>
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Not sure about the big stack of crates in that second screenshot. At least give it some kind of order, or add a small variety of props instead of just the one crate prop.
I also have a bad feeling about a large health pickup being so close to the Intel, and the vent shouldn't drop players directly onto the briefcase, but somewhere else in the same room at least. The solly/demo jumping down, capping and blasting back up, coupled with the low amount of metal resources, might make Engineers drastically underpowered, especially with Spies around.

That said, I think this might make for some interesting gameplay. Sign this up for a gameday, will you.
 

Limeaide

L2: Junior Member
Jul 26, 2009
98
9
You can't really starve metal of engineers without having no resupply lockers, and having no resupply lockers is a very bad idea indeed.

As for that crate stack there, it would be really annoying if you have to do a jumping puzzle every time you want to climb to the sniper decks.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Removing all metal from map is not way to counter engineers, making map less sentry friendly is, it is not like you prevent them setting up big bases with lack of metal anyway, they just build a dispenser where they want to set up their base.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
And also, starving the map of metal affects other classes as well, particularly the likes of Pyro, Heavy and Huntsman-Sniper. It's also kind of ironic how it's a construction themed map which isn't Engie-friendly.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
If I recall correctly, the half-metal pickup in 2fort's basement was added in after the fact for the benefit of attackers; presumably the designers decided it was worth the tradeoff of defenders having quick access to more metal (though they also already did, in the form of that stupid extra resupply room.
 
T

The Asylum

The solly/demo jumping down, capping and blasting back up, coupled with the low amount of metal resources, might make Engineers drastically underpowered, especially with Spies around.

mission-accomplished.jpg


Besides, there's a good supply of metal outside of the basements for non-engineers. Again, I guess we'll see how well this works out the next gameday
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Erm. How about you try designing the map in such a way that sentries don't cause stalemates instead of stupidly making a class completely useless?
 

Schrikvis

L1: Registered
Aug 3, 2011
37
11
Maybe you should instead avoid creating high-sentry friendly grounds/long sentry friendly halls?
Or maybe even Suprise effect sentry friendly doors?
Besides, the water is the perfect place to set a sentry up.
 

iciz

L2: Junior Member
Mar 17, 2009
84
60
Okay, hope I'm not being too brutal here, but....

  • Finding my way in the base was confusing. More signs or different textures perhaps?
  • Middle area is way too open. Add cover.
  • Front doors expose too much of the inside of the base and allows all spam to flood in. (Look at how 2fort prevents this!)
  • Spawn area feels strange and far too big.
  • Hallway leading from spawn room drop down with full health pack makes no sense to me.

Tips:

Flow in a CTF map is extremely important. Think of the paths in your map as flowing rivers. Do they flow smoothly or bash into everything? Remember the k.i.s.s ( "Keep it simple, Stupid!" ) principle. ctf_turbine is a great example of this and proof that simplicity in a ctf map is important. The more paths you add the harder it gets to defend or stop the enemy from capturing your intel and the more confusing it gets to keep track of everything. Semi one-way paths like the drop down from the balcony in 2fort can work well in ctf maps too because they help limit the incoming flow for defenders.
 
Last edited:

English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
Asylum, to turn capture crits off, just point a logic_auto at your tf_gamerules entity and give it the output SetCTFCaptureBonusTime with a parameter of 0.
Also, Engineers still dominate. We just plop down a Sentry, then go get that 41 metal your small ammo pack gives us, then plop down a Dispenser. I was able to lock that entire intel room down with little effort, even with you starving Engies of ammo. Making an entire class useless is not the way to go.
Spies are too obvious when heading for the intel; you've never fought a good Engie before, have you? It's common sense: the only class that has any business in a friendly intel room is an Engineer (ESPECIALLY when there's no real ammo or resources in the intel room to speak of), and you check those guys very well, too.
If you REALLY want to make it so Engineers can't camp the intel, make 2-3 sightlines into the room with distances greater than 1100 units. That way, Soldiers can stand back and fire rockets at the Sentries without worrying too much about the Sentry returning fire (unless it's Wrangled).

Overall, I found your map too confusing within the bases and trying too hard to fix problems in all the wrong ways.
 
Last edited: