72 Trotim 2

Trotim

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Jul 14, 2009
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Just a quick thread for early feedback.

Hold the Flag is a custom variation of Capture the Flag: a team wins by holding the enemy team's flag to stop their timer while preventing the enemy team from doing the same. If a player attempts to bring the enemy flag back to the friendly base beyond a certain point, the flag will be dropped. A dropped flag is returned to its home base when a player on the same team as the dropped flag touches it. The team whose timer reaches zero first wins.
 
Last edited:
Mar 23, 2010
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better than csf
 

Trotim

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Jul 14, 2009
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Alright, done and entered. Still map really slowly but better than last year and the map is a decent prototype
 

Trotim

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Jul 14, 2009
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Heh thanks, mind if I just copy your description and put it in the OP?
 

YM

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Dec 5, 2007
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Problem 1: If no one touches the point does it stalemate?
Problem 2: If one team touches the flag for .25 of a second and the other team never does, that team wins. What a pathetic victory that is, pretty much as bad as a stalemate.

Solution: koth_aurora. Single flag, flag is in the middle and can't be brought back to bases so has to stay in play, timer only ticks down when the flag is held so the team that wins, has definitely won.
 

Trotim

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Jul 14, 2009
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Problem 1: If no one touches the point does it stalemate?
Yeah it does.

Problem 2: If one team touches the flag for .25 of a second and the other team never does, that team wins. What a pathetic victory that is, pretty much as bad as a stalemate.
It shifts the importance from actually going all the way and capturing to picking up the intel instead. When someone picks up the intel that's a huge deal, and there are probably ways via particle effects and sounds to make it feel more like one.

Both of those "changes to CTF" were meant to make turtling less viable - that it still is is I think more of a problem with the layout and spawn times than with the mode itself. Being able to turtle and holding the intel only being possible for seconds and not being able to escape can probably be addressed without revamping the mode, though I've never seen an actual stalemate this far. When both teams are unable to attack the map just ends after 3 minutes, limiting endless stalemates by making those rounds last shorter total.

Still thanks a lot for the feedback and I agree it can feel kinda lame, I'm just not sure at this point if it's the layout or actually the mode.

koth_aurora is good but too different from this one imo
 

YM

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Except this change doesn't do away with turtling, it's "Turtle: The Game"