Over the weekend i tried to create a new CP style map with the intention of removing rounds and focusing players directly onto singular objectives by allocating "area's" in the same way TC mode works.
Between each CP area were gates of 40 seconds delay to allow for defence building and uber charges before the attack on a single area. Although some might say this is just removing the application of the 'round ends' for a more manual version applied in a more linear gamemode fashion. Which may be true. But i had hoped it would play out similarly to single stage payload, dispensing of the free kill slaughter that i felt 'breaks flow' and immersion that's found with rounds. But without an object that needed babysitting (payload) combat would revolve around where ever players happened to meet, confusing any sort of front line. This was partly a response to porting Avanti into a CP mode, gates preventing steam rolling scout rushes.
The trouble being now, that i had intended the map to be fairly lengthy, to feel like a progessing attack into enemy territory. Unfortunately due to certain layout changes because of scale and optimisation choices (from my sketch), it turned out longer than i had anticipated. Forward spawns did not play out how i thought they would in initial application; as they would only confuse players with added complication which bely'ed the maps simple gamemode. It screamed for a round based game mode to fix its distance complications. Well, the experiment failed on the issue that travel between final spawn and CP1 grew too much, and as previously mentioned forward spawns would only confuse the game, i had actually wanted to avoid them in the first place to increase simplicity.
I suppose i shouldn't be that bothered since it's only about 18 hours work, and merely an experiment at that. But i'm still pissed at this physical waste of time. (Although it's given me some great idea's).
Maybe next time if i pay more attention to the layout (specifically for advanced spawn location) of Badwater (After having made the connection to the similarity of singular stage payload and my concept in terms of necessity of spawn placement) i can pull off a sort of CP version of it with a gate/area style of play. (I don't mean port Badwater into CP, i'll design my own map for this concept).
But for now.. i throw away some promising work
Between each CP area were gates of 40 seconds delay to allow for defence building and uber charges before the attack on a single area. Although some might say this is just removing the application of the 'round ends' for a more manual version applied in a more linear gamemode fashion. Which may be true. But i had hoped it would play out similarly to single stage payload, dispensing of the free kill slaughter that i felt 'breaks flow' and immersion that's found with rounds. But without an object that needed babysitting (payload) combat would revolve around where ever players happened to meet, confusing any sort of front line. This was partly a response to porting Avanti into a CP mode, gates preventing steam rolling scout rushes.
The trouble being now, that i had intended the map to be fairly lengthy, to feel like a progessing attack into enemy territory. Unfortunately due to certain layout changes because of scale and optimisation choices (from my sketch), it turned out longer than i had anticipated. Forward spawns did not play out how i thought they would in initial application; as they would only confuse players with added complication which bely'ed the maps simple gamemode. It screamed for a round based game mode to fix its distance complications. Well, the experiment failed on the issue that travel between final spawn and CP1 grew too much, and as previously mentioned forward spawns would only confuse the game, i had actually wanted to avoid them in the first place to increase simplicity.
I suppose i shouldn't be that bothered since it's only about 18 hours work, and merely an experiment at that. But i'm still pissed at this physical waste of time. (Although it's given me some great idea's).



Maybe next time if i pay more attention to the layout (specifically for advanced spawn location) of Badwater (After having made the connection to the similarity of singular stage payload and my concept in terms of necessity of spawn placement) i can pull off a sort of CP version of it with a gate/area style of play. (I don't mean port Badwater into CP, i'll design my own map for this concept).
But for now.. i throw away some promising work
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