HAPPY 500TH TO ME KIDDOS!
That is what I've made just now! 500 unique posts, some better than others....
Regardless, that's a pretty good number to reach, even after 1 and a half years of visiting this site! Though this isn't a history lesson about me, this is something else.
Any of you remember Eturnius? The first released entry to the Dynamic CP contest, and had an okay layout? Welp, it was my first 3CP map. Powerhouse was kinda novel at the time, and I decided to jump onto the bandwagon.
Of course, the end to this bandwagon crash was NO finished 3CP maps. It doesn't even seem like anybody has gotten close. (Infact I think I got the closest to an artpass, how sad is that?)
So why is that the case? Why does nobody finish 3CP maps, or make very good ones? Is it because nobody likes 3CP?
No, because people like Powerhouse. It's not the world's greatest map but it's a fun map to play, and a lot of people like it. 3CP isn't the problem, something else is. That something else is balance. 3CP, despite being only 2 points less than 5CP has a MUCH different design philosophy. In 5CP, you lose a point, that's a spawn back and not much else. Meanwhile in 3CP, you lose a point, you're defending your last point. As a result turtling is a lot LOT more common in 3CP. Nobody wants to lose, and as a result you end up with stalemates where the only moving point is Middle.
So how do you avoid this? Do you make Last easier to attack? Maybe, but then once you lose Middle, you'll just get rolled over for an easy victory by the capping team. What do you do?
Powerhouse has what I believe the best solution to this. Last is hard to take, no questions asked. It's the final point. Valve figured a good team should have to fight hard to take the point, and taste the sweet nectar of winning virtual videogames.
But, Powerhouse has some other interesting choices, an easy to attack Mid, only 2 entrances into the team's base with no flank options, a very constricted map design to focus the teams on a constant push, and window blinds.
But, dump all of that out the window. Can 3CP be improved better than Powerhouse? Perhaps. You could make Last a bit easier to Attack, you could add flanks, balance the difficulty of Last by making Mid a bit harder to cap. And some other things.
What do you guys think could be done to make 3CP a more wholesome experience?
That is what I've made just now! 500 unique posts, some better than others....
Regardless, that's a pretty good number to reach, even after 1 and a half years of visiting this site! Though this isn't a history lesson about me, this is something else.
Any of you remember Eturnius? The first released entry to the Dynamic CP contest, and had an okay layout? Welp, it was my first 3CP map. Powerhouse was kinda novel at the time, and I decided to jump onto the bandwagon.
Of course, the end to this bandwagon crash was NO finished 3CP maps. It doesn't even seem like anybody has gotten close. (Infact I think I got the closest to an artpass, how sad is that?)
So why is that the case? Why does nobody finish 3CP maps, or make very good ones? Is it because nobody likes 3CP?
No, because people like Powerhouse. It's not the world's greatest map but it's a fun map to play, and a lot of people like it. 3CP isn't the problem, something else is. That something else is balance. 3CP, despite being only 2 points less than 5CP has a MUCH different design philosophy. In 5CP, you lose a point, that's a spawn back and not much else. Meanwhile in 3CP, you lose a point, you're defending your last point. As a result turtling is a lot LOT more common in 3CP. Nobody wants to lose, and as a result you end up with stalemates where the only moving point is Middle.
So how do you avoid this? Do you make Last easier to attack? Maybe, but then once you lose Middle, you'll just get rolled over for an easy victory by the capping team. What do you do?
Powerhouse has what I believe the best solution to this. Last is hard to take, no questions asked. It's the final point. Valve figured a good team should have to fight hard to take the point, and taste the sweet nectar of winning virtual videogames.
But, Powerhouse has some other interesting choices, an easy to attack Mid, only 2 entrances into the team's base with no flank options, a very constricted map design to focus the teams on a constant push, and window blinds.
But, dump all of that out the window. Can 3CP be improved better than Powerhouse? Perhaps. You could make Last a bit easier to Attack, you could add flanks, balance the difficulty of Last by making Mid a bit harder to cap. And some other things.
What do you guys think could be done to make 3CP a more wholesome experience?