6 CP Push setup

Discussion in 'Mapping Questions & Discussion' started by UberSprode, Mar 9, 2010.

  1. UberSprode

    UberSprode L1: Registered

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    I came up with an interesting idea to have an even number of CPs in a push style map. Here's a rough outline of how it would work.
    [​IMG]
    It's hard to fully explain the capture flow of the CPs in an image, so I suggest downloading the template I made in hammer and checking it out.
    http://dl.dropbox.com/u/3290231/2f2f/6cp_setup.zip

    I only have a basic idea of how I'm going to implement this into a real map, but I thought I'd share it
    in case anyone else wanted to experiment with this setup, or to give feedback on it.
     
  2. AgeNt_

    AgeNt_ L5: Dapper Member

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    should you have to cap the first 2 points in order to get to the last point? or would it just simply be optional to capture the 3rd and last point?
     
  3. Shmitz

    aa Shmitz Old Hat

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    One problem this may create is separation of players. I can easily see scenarios where, say, Red is pushing to take Red 3 while Blue is pushing to Red 2, and the teams go right past each other and never engage, and rather than there being an exciting battle it's just people standing around waiting to see who finishes capping first.
     
  4. absurdistof

    aa absurdistof

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    This. The combat is likely to not even occur if the teams scramble around that square of cps.
     
  5. Acegikmo

    aa Acegikmo

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    I like this idea, I'm sure it can work very well depending on the map layout. I've always been a fan of multiple choices as it encourages varied gameplay and creative strategies.

    Looking forward to what you and perhaps others can make with this!
     
  6. Shmitz

    aa Shmitz Old Hat

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    The trick is to make sure that people don't all choose the same thing. This happens on 5 point CP maps because 99% of players are used to just offense vs offense working, so nobody bothers taking the defensive options. I fear this is close enough that the "training" the average player has received from cp_granary and cp_well will just translate to everyone always taking the offensive option.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Pretty much what Shmitz said. I was going to suggest maybe adding the middle CP's in the same combat arena, but adding any more than 5 CP's would likely fatigue players. They really have to work to win the map. Imagine a team pushing back from their last point. They need to defeat 5 Blu points to win. Which works well with A/D where team's undertake specific roles, but perhaps not so well in regular CP mode.
     
  8. UberSprode

    UberSprode L1: Registered

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    The way I'm using it, while capping your team's 3rd point, the enemy can get the drop on you while also traveling to their 3rd point. I have the points offset a bit so that it forms more of a parallelogram than a square in the middle. I think this will help solve having two choices, because they kind of become 1 and a half choices instead of two.
    Maybe this explains it better, image a regular 5 cp map, but in the middle section there is a team specific point on either side of the room instead of one for both in the middle.
     
  9. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    How does one cap back the team specific point? Will their own capture point revert to neutral when the enemy controls the middle?