- Feb 20, 2008
- 1,059
- 219
So...this is not a map per say...but rather several unusual attack and defend scenarios I want to experiment with to see if they can be viable, put into the format of a multistage map. Thought of of these when I was really bored at work one night (no customers for 2 hours <_< ).
Test 1: Run the Gauntlet
This is a really simple concept, the attacking team has amazing disadvantages for about a 10 second walk (as pyro) then a relatively easy cap. This was also intended as a mapping refresher as I haven't mapped for quite a long time.
Threw this together in about 2 hours and in theory its ready for testing. I think the dangerous position is a reasonable distance for the blue team, and it may or may not be lengthened. Not sure about the flanking path for defenders as it might be used as an effective sentry point to guard the point...which I do not really want. I give this about 75% chance of being successful.
Test 2: Defense at a Distance
The goal in this one is to have a cp at the bottom of a very difficult to get out of hole in the ground. The unusual gameplay I am trying to create with this is to make it dangerous for both teams to directly defend the point, thus forcing more ranged defense and attempts to setup at an area away from the point. For the blue team it should force one of 2 things, an attempt to completely annihilate the defending team or to split into a capture team and a distraction team. This one does not have a mockup in hammer yet. I give this one about a 60% chance of success.
Test 3: Underwater Field
This is meant to promote mostly underwater combat around the point, then landbased combat at more distant places. The point will be on a small island with absolutely no place to put an effective sentry on land. The flaw I can see is difficulty entering a sentry defended field of water. I give this a 50% chance of succeeding.
Test 4: How did you get here?
I intend to have the cp placed far above both teams, on some type of bridge or arch (think ctf_arch?), the more immediate access is placed slightly closer to reds side. The twist is that there is only one "obvious" path to the cp and it will be placed in such a way that the red and blue teams are forced to meet in bulk at a place other then the cp. This "should" promote a gameplay that produces a battle focus somewhere other then around the cp. Im playing around with the idea of making the point heavily fortified or weakly fortified, I want it too be highly unlikely for a soldier or demo to jump up and take the point, but at the same time, if its too fortified then the red team will just move there... I give this a 70% chance if i can get the balance right.
Test 5: Two points?
With this one I want to create a very heavily fortified position near enough to a point that sentries can shoot down off the roof. This point will then have next to no defenses except for this very effective position. So the attacking team will need to take out the other building before they can take the point. If the red team knows what they are doing I give this a 75% chance of success.
So...questions? advice, perhaps some suggestions for a 6th test, as I want to even this out. The most effective of these will be included into my dustbowl type attack and defend map. Ive only got one round planned so far
Test 1: Run the Gauntlet
This is a really simple concept, the attacking team has amazing disadvantages for about a 10 second walk (as pyro) then a relatively easy cap. This was also intended as a mapping refresher as I haven't mapped for quite a long time.

Threw this together in about 2 hours and in theory its ready for testing. I think the dangerous position is a reasonable distance for the blue team, and it may or may not be lengthened. Not sure about the flanking path for defenders as it might be used as an effective sentry point to guard the point...which I do not really want. I give this about 75% chance of being successful.
Test 2: Defense at a Distance
The goal in this one is to have a cp at the bottom of a very difficult to get out of hole in the ground. The unusual gameplay I am trying to create with this is to make it dangerous for both teams to directly defend the point, thus forcing more ranged defense and attempts to setup at an area away from the point. For the blue team it should force one of 2 things, an attempt to completely annihilate the defending team or to split into a capture team and a distraction team. This one does not have a mockup in hammer yet. I give this one about a 60% chance of success.
Test 3: Underwater Field
This is meant to promote mostly underwater combat around the point, then landbased combat at more distant places. The point will be on a small island with absolutely no place to put an effective sentry on land. The flaw I can see is difficulty entering a sentry defended field of water. I give this a 50% chance of succeeding.
Test 4: How did you get here?
I intend to have the cp placed far above both teams, on some type of bridge or arch (think ctf_arch?), the more immediate access is placed slightly closer to reds side. The twist is that there is only one "obvious" path to the cp and it will be placed in such a way that the red and blue teams are forced to meet in bulk at a place other then the cp. This "should" promote a gameplay that produces a battle focus somewhere other then around the cp. Im playing around with the idea of making the point heavily fortified or weakly fortified, I want it too be highly unlikely for a soldier or demo to jump up and take the point, but at the same time, if its too fortified then the red team will just move there... I give this a 70% chance if i can get the balance right.
Test 5: Two points?
With this one I want to create a very heavily fortified position near enough to a point that sentries can shoot down off the roof. This point will then have next to no defenses except for this very effective position. So the attacking team will need to take out the other building before they can take the point. If the red team knows what they are doing I give this a 75% chance of success.
So...questions? advice, perhaps some suggestions for a 6th test, as I want to even this out. The most effective of these will be included into my dustbowl type attack and defend map. Ive only got one round planned so far
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