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CTF Enhanced Template A1

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Enhanced Template - A test map for experimenting with Hybrid CTF

I'm testing some ways to make CTF more fun/exciting. First up is a concept in which a central control point controls a pair of gates, which lead to much shorter paths to the intel.

I tried to make engineers as non-OP as possible in this map, but I have some ideas to make their lives even worse if nescessary...

This map is for testing the gamemode itself, therefore it is much more simplistic than any map I'd consider releasing. However, if some of the features I left out are important for testing, please let me know so I can add them to a new version.

And of course, if this isn't an improvement I'll try something else.
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Odd, when I searched through the existing CTF's the closest I found to this concept were Underpass by 14bit and Switch by E_hermit, which both have door gimmicks but activated by the flag and buttons respectively. I believe the cp encourages more of a team effort. I suppose these maps you mention could possibly have not transfered over when everything was moved?
 

Dr Gore

L1: Registered
Dec 12, 2015
2
0
definitely a neat idea, I like the way that if you don't have the center point capped you have to go nearby too the enemy spawn, maybe move that path a bit closer however with a bit more cover for a player to use to get past it, also the little slop upward path off of the Intel room that leads to the center point (but not the one that's protected by the grate, if that makes sense) enforces people to be scout or rocket jumping soldier or whatever as they can't efficiently get up there otherwise, which makes normal engies, or heavy's and medics, etc. not want to cap as much, dunno if this is what you wanted or not, also you may wanna open up the center point a bit more and make that a bit more of a hot-spot and fighting area vs. the Intel, that an Intel holder would have to go through and a defending team could possibly stop them there (?) also maybe an underground but longer spot to counter that

sorry if that didn't make sense, hope it did however, can't wait to see a finished version of this map however