System

CTF System rc

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Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Map was definitely incredible fun. Can't wait to see it with proper texturing.

Somebody suggested a Dispenser on the cart, a la Payload. This might be worth experimenting with.

Hmm, I am afraid adding that will make people turtle the cart more than they already did in the gameday. I think it's GOOD that the defenders must actually move around the base to resupply, the whole theme of the map so far seems to be 'dynamic gameplay' :) adding a dispenser seems counter-productive.

I will try it out, but on paper it doesnt sound like it's in line with the map idea I have.
 

Shadow Hog

L1: Registered
May 28, 2009
15
2
Actually, yeah, just got off trying it on a smaller server. A Medic+Heavy on the cart at all times basically dominates. Dispenser is probably a BAD idea, as a result...
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Yeah, dispenser sounds like a bad idea.

It was fun today, don't really have too much feedback. Seems like a clean layout and once you spend a few minutes running around it's not too hard to learn the layout.

The gamemode is a nice twist.

I wonder if you could have some dynamic signs in the bases that tell you which room the intel is currently in. It would help both teams find it easier so I don't think it would imbalance it. Might just be a cool finishing touch.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Updated to a3

Changes:
Intel return timer set to 30 sec (previously 60).
Added One-way gates in the side passages.



This is mostly a test to see if the one-way gates will lead to a more exciting game or not. Either way, this is probably the last alpha!
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
We played this map for a while last night and had a lot of fun. The idea of the intel on a moving cart worked well and it was a great idea to have area where the cart loops around and stays in the same area for a bit.

Given that the intel moves around, it was easy to understand and played very well. People really seemed to like it and I didn't hear anything negative at all.

 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I'm trying to build a template corridor, very basic structure with room for much variation but still recognizable as ctf_system specific.

Here is what I came up with:
Team_Fortress_2-2009.06.13-13.48.57.jpg


Team_Fortress_2-2009.06.13-13.49.41.jpg


Comments?
 

KarmaKaze

L2: Junior Member
Dec 14, 2008
52
13
Today was the first time I got to try this level out. I think the moving intel really works well. Changes the whole dynamic of CTF. Great job!!

Can't wait to see how this one progresses to a final product.

(Corridor above looks cool to me...looks like it will fit the style of the level nicely.)
 
Feb 14, 2008
1,051
931
That looks a little vilepickleish to be honest.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
That looks a little vilepickleish to be honest.

heh. Well there is only so much you can do with concrete to make it look like an underground base. But as I said, its the first coat of detail, once I add props and overlays, smaller func_details and such it will look different.


People Ive played with says the action is scattered all over the map, and in a effort to solve this I have closed off the side paths (a3 has oneway doors there, didnt work as I expected)
Something like this:
Team_Fortress_2-2009.06.13-22.13.22.jpg


With that, all attacks must go trough the middle to reach the enemy base. I'm worried it might turn out like a boring "control the middle, control the game" ctf map.
Any ideas?
 

ghouly

L1: Registered
May 12, 2009
24
6
I absolutely love your map, and everything you've done with it. It honestly has completely revitalized my interest in non-push CTF style maps. :D I think forcing people into the middle will be just fine.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
update to a4

Removed the sidepaths and forcing attackers trough the middle this time. It's just a test to see if that works better or not. I have a few doubts but a lot of people have suggested this. We'll see how this plays out at gameday.

Download link is still the same: http://forums.tf2maps.net/downloads.php?do=file&id=404&act=down

Once I have tried this method of funneling players I can compare the 3 different setups and make the nessiccary changes, stay tuned! :)
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Gameday bump!

With the paths blocked the middle part was always full of action, I'm surprised that the game ended with a 3-2 score a few times (I thought that a team would lockdown middle and control the game).

This is a pretty fun setup but I might add an alternative route, longer and safer. probably underground in the middle, for scouts and spies to bypass the deathmatch zone.

Thanks for playing! I Hope you reply with a comment or two about your impressions of the map.
 

Tinker

aa
Oct 30, 2008
672
334
This was a lot of fun!

I hope you don't change the deathmatch middle, since it's big enough, and actually keep a fight going on - a problem with a lot of ctfs is that they don't.

The moving intelligence worked very well, the battlements were both battlements and routes - there seemed to be a lot of cool ideas in this map.

That also means I don't have much to add :p
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Ravidge

Looks awesome mate - I tinkered with this after seeing that earlier vmf - but I couldn't get the case to return to the moving cart!!!

You have obviously sorted that and the map looks really good.........:thumbup1:

...........time for eye candy me thinks! :thumbup1:

Good job.:thumbup:
Nosh
 

slarti

L1: Registered
Jun 17, 2009
7
0
This map was really fun.
The moving Intel is a great idea to not get stalemate situations like in 2fort since there is no really good sentry spot to cover all entries (like in 2fort ;)).

Only one thing i noticed:
Its pretty scout friendly. They can rush in, get the Intel if it is at the right position and get out without anyone able to really stop them. Especially if they use the upper way since its not so much used (atleast on the gameday).

Other than that it played really good. It was fast and action packed, unlike most of the other ctfs.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Very encouraging comments, thank you!

Slarti: That's what scouts were designed for :)
Since it's equally unfair for both teams I don't think it's a problem. Having the intel extra accessible for a few seconds just means you gotta work harder to protect it during that time.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
looooved this map on gameday
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Unloading!

ctf_system_a50000.jpg

ctf_system_a50001.jpg

ctf_system_a50002.jpg


I'm aware of the overbright lights, I completely messed that up...