5CP Guide?

Discussion in 'Mapping Questions & Discussion' started by FloofCollie, Oct 14, 2018.

  1. FloofCollie

    aa FloofCollie I really suck!

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    Does anyone know of any 5CP mapping guides with advice on things such as size, routes, etc.? Despite trying my best to study existing maps and being aware of the middle route, 2 side routes formula I can never seem to make a layout, or know where to put what without it feeling like copying an existing layout.
     
  2. ics

    aa ics http://ics-base.net

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    Thats part of level design, you do your own way, experiment and do a layout that works. Nobodys perfect at start, you only learn by doing more.
     
  3. FloofCollie

    aa FloofCollie I really suck!

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    Bumping this, because while I don't doubt the above answer is absolutely true in the slightest, it really doesn't help me when I'm not sure about basic functionality of 5CP.

    By that I mean, with an A/D map you obviously know how much significance each point should have - with each point progressively getting harder to attack.
    But take the second point in a 5CP map. Since either BLU or RED could control the BLU spire at any time, who should have the advantage?
    All I've been able to gather is that generally second points should be able to be held, but once they're taken the attacking team then have the advantage, and this is reflected in the design where the point is usually on a high vantage or good defensive position, but has a low ground where defenders will be pushed back to and last when it gets taken over.

    And then when it comes to mid points I just can't make an interesting layout without looking at it closely and realising I'm just copying am existing map (usually Badlands).

    My point is, none of my knowledge about the mode is concrete, and it would be nice to know if there is any guidance on this sort of stuff, or if anyone has any knowledge they'd be willing to share about it.
     
  4. OctoBlitz

    OctoBlitz L6: Sharp Member

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    From what I've generally learned from designing AirRaid are 3 rules to making 5cp maps: Height variation is key around control points, at least 3 paths leading to each point accessible to all classes, and the defending team always will have the high ground. Though these rules are not always set in stone, they are generally a common theme within some of the most popular Control Point maps. I suggest looking at 5 maps those being Badlands, Process, Sunshine, Snakewater, and Granary; then take notes on what each map does differently, what similarities do they have, etc. then make your own conclusions and you should be golden.
     
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  5. Yrr

    aa Yrr An Actual Deer

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    theres been a lot of theory around 5cp and a few people have written analyses of what makes a 5cp work, try asking phi maybe?
     
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