Territory Control that works without stalemates!

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Apr 19, 2009
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After looking at Youme's Strata I came up with idea about how to fix Territorial Control maps. Instead of both teams going head on, the map is set up more like a Attack/Defend map! At the start of the map both teams have to cap a point at the middle of the map. This decides who will be Attacking and Defending. The first round losers defend while the winers attack. If the attackers win they move on to the next point and so on. If the defenders win they get a chance to take back the middle point and possibly take back the game. Just an idea about how to prevent stalemates in Territorial Control maps. Hope you guys like it! :thumbup: P.S. I will try to make a map like this as soon as pl_Railway is in Beta.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
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1 problem. from what i read you get a disadvantage from winning the first part?
Blue caps the points -> Blue attacks, red defends.
If the points are still to stalematelike this means red wins the round after it.
The same thing happens again on an other point.
That still sounds like a stalemate to me.

I think that a fully attack defend style TC map does better. Sort of dustbowl with multiple routes. However, only blue can cap and on the timelimit red takes the point back. Then not only you prevent stalemates, you also have multiple routes making the rounds diffirent each time.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
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1 problem. from what i read you get a disadvantage from winning the first part?
Blue caps the points -> Blue attacks, red defends.
If the points are still to stalematelike this means red wins the round after it.


true... but all they win is to be back even with the other team.

I like the idea of winning the neutral point then having to go against the odds and keeping pushing.
 
Last edited:

Walliard

L1: Registered
Jan 5, 2009
45
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Sounds like it'd still be a stalemate, just with a "RED TEAM WINS" message.

Personally, I don't think that the problem is any fundamental aspect of TC, just with Hydro and its dependence on narrow corridors.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
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The problem in most TC maps is the lack of space between the cps. You dont want the points to be too far apart as that couses stalemates. however, if they are close there is less space for routes also which couses stalemates also. Further, as you want to have a clear base this means the points often are a bit covered in which again gives stalemates.

However, that those points are stalemate like isnt something in hydro only. Well, granary and badlands all got a similar point for each side (the final point to be exact). There they however dont look stalemate like due to the extra points they had to cap before reaching that final one.
There is only 1 way to make those points less stalemate like. Simply force the spawn of the defenders to be moved away from the point. Even if its just a 10 second walk for the defenders it can give a massive advantage to blue. Stalemates cannot be avoided in any linear cp, normal ctf or TC map. After all, they should give stalemates with balanced teams or a team would have a disadvantage.