captainAngry
L420: High Member
- Feb 1, 2009
- 434
- 247
If the last CP is in the basement, are you going to make the primary spawn room the basement spawn room? If so, it is too close to the second (courtyard) point since it would be about equal to the second and the last.
If you use the regular spawn points, they shouldn't be active until after your team caps the fourth (courtyard again) point.
Opening up the sewer to the fifth point (basement) is dangerous because it makes it easier and faster to get to the fifth point than the fourth point (courtyard).
5 point CP maps need to have a clear start to end. Usually the spawn is at the end with one or two forward spawns. You are putting two points into a single base and making both the 4th and 5th points equally defensible/attackable. This will change the flow from
1 2 3 4 5
to
1 2
3
4 5
If you really want to make the changes you are planning on and really have a vested interest in this map, make it so that the attacking team can cap the courtyard and the basement after they capture the bridge. Don't move the spawns to the default ctf_2fort spawns until after either the basement or courtyard is capped. Optimize the basement to make sense with a sewer entrance. Rework the courtyard and the bridge (think warpath) so that it looks like a CP is supposed to be there.
That's what it will take to make a good CP map out of ctf_2fort with the ideas you are suggesting. Besides detailing, you might find it would take longer to rework the valve map then to make your own, but what do I know.
If you use the regular spawn points, they shouldn't be active until after your team caps the fourth (courtyard again) point.
Opening up the sewer to the fifth point (basement) is dangerous because it makes it easier and faster to get to the fifth point than the fourth point (courtyard).
5 point CP maps need to have a clear start to end. Usually the spawn is at the end with one or two forward spawns. You are putting two points into a single base and making both the 4th and 5th points equally defensible/attackable. This will change the flow from
1 2 3 4 5
to
1 2
3
4 5
If you really want to make the changes you are planning on and really have a vested interest in this map, make it so that the attacking team can cap the courtyard and the basement after they capture the bridge. Don't move the spawns to the default ctf_2fort spawns until after either the basement or courtyard is capped. Optimize the basement to make sense with a sewer entrance. Rework the courtyard and the bridge (think warpath) so that it looks like a CP is supposed to be there.
That's what it will take to make a good CP map out of ctf_2fort with the ideas you are suggesting. Besides detailing, you might find it would take longer to rework the valve map then to make your own, but what do I know.