battlegrounds_b1b

Discussion in 'Map Factory' started by tanuki, Aug 9, 2009.

  1. tanuki

    tanuki L1: Registered

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    battlegrounds

    This is a new map with a slightly different take on the Control Point system. The map contains 4 points. The 4th point in the red base is the only point that needs to be captured to win the map, much like cp_steel. The 3 other points in the map control various aspects of the map or the gameplay.

    The A point gives blu a forward spawn point which lets blu reach the final point faster.

    The B point can be captured to create an alternate path into the red base which allows spies to sneak in as well as to create better flanking positions against sentry gun emplacements.

    The C point control the red respawn time. At the start of the map the red respawn is equal to that of blu. If blu captures this point, red respawn is doubled to reflect respawns of other control point maps.

    Blu can win the map without capturing the other points but capturing the last point will become much easier if they do. HOWEVER, red can actually recapture any of the other points to take away the blu advantages.

    Capturing the points does not increase the roundtimer and red must defend for 10 minutes regardless of the points blu capture.
     
    Last edited: Mar 7, 2010
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Uhh...the link's broken.
     
  3. Mexican Apple Thief

    Mexican Apple Thief L3: Junior Member<br>LEAD FARMER

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    You need to include the "http://" in your link. ;)
     
  4. tanuki

    tanuki L1: Registered

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    sorry about that! Its fixed now.
     
  5. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    I ran about this lovely map last night and I was thoroughly impressed. I noticed that you've made quite a few maps before (I think I've played them all too), but this one seems to really stand out as being good. The way that all the CPs are interconnected and nearby but still separate makes this map like very unique. It's the love-child of Gravelpit and Steel, in a way!

    The detailing and style are gorgeous and some of the areas, like the arena around the hanging logs near D, are just genius! I'd love to play it on a real playtest some day here, but in any case cheers!

    -FoXy
     
  6. Tinker

    aa Tinker

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    After playtesting:

    - Lovely, lovely looks. The detailing is great and it really feels like a mountain hideout.

    - The system is interesting, and could definitely work.

    - The point layout is generally fine, especially of the first three.

    - However, this is where the problem starts: the first three points don't give BLU the big, big advantage they need to topple the stronghold that's D (loads of sentry spots everywhere), and it feels rather useless to keep capping them, especially after BLU gains the forwards spawn. Make the first three caps provide a bigger advantage (like heightened dropoffs) for the one who owns them.

    - Spawn timers are weird. They stay the same (apparently) for the whole match, with BLU having similar times to RED. This makes it very hard to attack at times. I don't think you should modify these by the use of control points, as they are far too important to mess with like that. Instead, have C give BLU another route into the base or something alike.

    - The name is rather bland :p Surely with this environment there's something cooler you can come up with?

    - Just call the caps A, B, and C from left to right, not BAC (or CAB?) like it is now. Minor detail, but it confused me at first.

    Overall, a very promising premise, and I hope to see this again after some tweaks :)
     
  7. Engineer

    aa Engineer

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    It feels that first tree caps are there just for fun, red doesn't even have to defend them. They only have to make a sentry nest on the last point and red wins. The capping system should be reworked. Oh, and the detailing looked great. ;)
     
  8. Mr.Late

    Mr.Late L7: Fancy Member

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    -This map looks good, but the capping system needs more work. BLU can easily capture A,B and C, but defending them is hard.
    -Final CP is too hard to capture. We managed to capture it only once, with rush. (We capped only C for some reason)
    -Red spawn resupply lockers doesn't work.
    -Need more health kits.
     
  9. The_Ulf

    The_Ulf L6: Sharp Member

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    First off, gorgeous environment! I think most everyone had fun on this, today - though there were mixed feelings on the recapturability of the control points. I personally found it incredibly distracting for Blu to have to constantly defend their progress, making it hard to mount any manner of attack on the final point.

    I think what you're going for can work - just maybe make it a bit harder for red to retake the forward points.

    Also - Red's resupply cabinets kept locking up - dunno if that was one of the intentional Blu capture advantages or not but it bothered the hell out of Red. If that's supposed to happen, give some more indication that the cabinet is temporarily disabled (like a warning light or something) and some indication as to what point needs to be retaken to get them up and running again.

    Other than that, each point could use some more signage. I think B doesn't have a sign pointing it out for Blu at all, actually.
     
  10. tanuki

    tanuki L1: Registered

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    I review the demo and have some idea of the changes that need to be made. I think the center point area is okay it just needs more blu defensive capabilities. The right and left points do need to give blu more of an advantage so Im retooling the separate path to give blu a specific strategic advantage inside the red base.

    The spawn times for red have been increased and the spawn times for blu decreased. Its not more than a payload map now but red should still try to keep that rightmost point to keep their spawn times down. Blu spawntimes never should have been as high as they were and it was my fault, I set something up wrong but its fixed now. I think having blu respawning faster should keep the pressure on red better too in order to prevent them from exiting the base and recapturing points.

    I might even add a small area at the front of the red base for blu to set up sentries to keep red confined to the interior. Still designing that though.

    red resupply was also my fault, something stupid sorry!

    Feedback is great! Thanks!
     
  11. tanuki

    tanuki L1: Registered

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    version b2 is out now! It should be more balanced now but we still need more testing!
     
  12. lana

    aa lana Currently On: ?????

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    Do the control points have to be unlocked in order, like Steel? I'd also recommend that C does something physical other than change respawn times. Some players don't even notice respawn timers and assume they just get a random number. Closing a door or moving the spawn would make it seem like a more critical location.
     
  13. tanuki

    tanuki L1: Registered

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    The control points do not have to be unlocked in order. Id actually go as far to say that the map is intended to be an anti-steel or anti-gravelpit in some respects. But thats only because of the pressure I think it places on red to split their forces and defend separate points which I think is a little too strenuous because in most cases I see a team just defending one control point anyhow because if the blu team is equally skilled they simply cannot defend both points.

    Im trying to balance the map first by modifying the respawn time because at the start of the round the red respawn time is not the same as standard attack/defend and part of the purpose of the map is to be an alternative to standard attack/defend.

    The other option is to move the red spawn upon capture since the proximity of red spawn to the last point is the balance against the respawn time.
     
  14. tanuki

    tanuki L1: Registered

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    I reviewed the new demo and I mainly saw that people wanted me to clear out some props. Do I need any layout changes? I noticed once people learned the map they seemed to move as groups better and whatnot.
     
  15. Uriak

    Uriak L8: Fancy Shmancy Member

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    Looks very nice, Tanuki. I'll give it a run on our server ;)
     
  16. takk¥u

    takk¥u L2: Junior Member

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  17. Uriak

    Uriak L8: Fancy Shmancy Member

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    We did a test, but not on 12v12.
    Well, first off your layout is superb, and many people were pleased with the look of your map.

    But the gameplay... no. Dividing forces is not a very good idea. CTF is quite a good example, and maps like gravelpit are quite an exception, mainly because the parrallel points are lenghty to capture.
    In your case the three first CP are quick as hell to capture. Of course they can be recaptured back, but people didn't really get what was the point of having them or not. Actually, this feature tends to distract the teams to group together and may give a negative feeling.

    I would suggest going to a more classical approach, because the rest of the work is excellent.
     
  18. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    i <3 this map because its looking good.. i rate this map 4,5/5 almost there the rockwall model in 2 picture or 3rd looks out of place.. but anyway amazing map :)
     
  19. tanuki

    tanuki L1: Registered

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    Okay map updated to b3. Ive changed the rules of the map to try and give some clearer goals but also keep the general gameplay.

    Blu team must now own 2 of the 3 points in order to unlock the final point. Red team can recapture the blu points in order to re-lock the final point.

    Also the C point no longer changes the red respawn, instead pushes Red spawn back to a room behind the initial red spawn so there is a longer running distance for Red.

    The point of the map is to create a more active defense so defense can still recap points. Blu needing 2 of 3 points should add more order to the map to keep blu forces working towards goals. Test this new stuff out!

    Also I made the fog deeper and the light brighter. It makes for a really interesting look I think but I wanna know what you all think about that.