Another 5 cp map idea

UFO

L2: Junior Member
May 20, 2009
85
52
So, I have an idea about 5 cp map with another rules: mixed of standard 5cp and gravelpit styles.

Here is a pic of CPs:

5cpnew1.jpg


HUD :

5cpnew2.jpg


Team's goal is to capture all 5 points. The central point is always opened. There is a setup time to make defence of team's B and C points. Team that captures central CP have an ability to attack enemy's B & C (2). Enemy team can't get their B or C if it is captured (3). Meanwhile the team who ownes A must defend it. If enemy captures A they get back their B or C if it's captured (4), and the other team becomes defender.

That's the idea. I've made this entity system working good.

The only disadvantage is in the HUD : if you attack you see on HUD - B on the left and C on the right, but on the map B on the right and C on the left. Defend team see it normally.

So, I wanted to know what do you think of this idea? And did anyone make map like this?

Sorry for my English, if it's bad.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Sounds like a good idea and I've seen a map with this idea already and it was quite fun. It was called cp_centerscramble.
 

UFO

L2: Junior Member
May 20, 2009
85
52
Only one reply?

People, if you don't like the idea just say why.

Owlruler, thank you. I've found cp_center_scramble_b1. My idea is differs a bit from this map's.

I think I should make at least alpha to get feedback from tf2m community...
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Are B and c an equal distance away from A?
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
So if BLU captures RED's C point, and then RED captures point A from BLU, what happens to RED's C point?

Does it become RED's again? Or is it just locked? Because this could potentially take forever?
 

UFO

L2: Junior Member
May 20, 2009
85
52
BrokenTripod, RED's C point will become Red's again. And it won't take forever.

That's the main thing, the only way to get back your captured points is to capture A, and then your team becomes attacker.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
It does sound like a fun idea - but how do you know it won't take forever? D:
Once A is captured it's back to square one for both teams.. and so unless A can be easily defended and B/C easily captured, it does sound like it could take a while unless one team is particularly dominant.
Personally I would prefer if once a B/C point is captured, you keep it, but you would probably have to make some new hud icons to vary between 'temp locked' and 'perma locked'

Also, I hope there are no setup times?
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I agree it probably needs locked or maybe starts reverting slowly. 5 CP cap maps can take forever going back and forth between 2 points when the entire teams are concentrated on just 2 points. If they are concentrating on 3+ at once it will take along time.

And if A is too easy to defend the losing team will never have a chance to take back.

Maybe you can tie in some better paths that are only open IF you own A. But make A hard to defend.

Try making one teams cap points D and E. Too much confusion having 2 b and c points. Believe me, you practically have to hold players hands in the simplest of maps.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Ah, that would be good - when the defending team manages to get A back, the points would not immediately go back to them and a locked icon, they could have a 'stopwatch' icon one them where it slowly captures back, but cannot be affected by players.
I think it would have to be a fairly slow revert though - at least a minute.

Could work though! I want to see it played out now :c
 

Charron

L1: Registered
Apr 2, 2009
11
0
I had a concept like this that I started, but gave up before designing the full capture logic. (The layout was really lax.) But I put the HUD together like a die face, exactly how the CPs look from above. (You can do three rows of CP icons.) I thought it worked pretty well, personally.