ccp maps

Discussion in 'Mapping Questions & Discussion' started by Miauw62, Aug 28, 2011.

  1. Miauw62

    Miauw62 L1: Registered

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    I was browsing the (mostly dead) source developer forums (or wathever they are called) and i found this intresting concept, called ccp, or cyclic/circular control point.

    Its quite an intresting concept, and i couldnt find any other maps that use this.
    I wonder if anybody could try to do such a map?

    the gameplay looks quite intresting, since it is unstable and chaotic, but it seems a pain the ass to make.


    let me explain it a little further:

    the control points are arranged in a circular order, and each team gets one point at the beginning of the round.
    they can only capture a single neutral point, that is the 'next' one, clockwise or counter-clockwise from the point that they are now, this unlocks another control point. pretty basic.
    but this is the intresting piece, it goes in one direction, and if team blu had capture point 2 assigned in the start, they would first need point 4 to capture point 1.
    tough this concept has only been tested whit 4 points (as far as i know, im not an expert) the creator of the first (and only) ccp map states that it could be done whit up to 6 points.
    this just looks intresting, and i want to try it out.
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    You don't see them because only 2 or 3 were ever made and none of them are very fun or interesting.
     
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That's generally why they don't work.
     
  4. Miauw62

    Miauw62 L1: Registered

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    okay, i just found them at one point and was intrested.
    just out of interest, how much is this asked?
    its linked on the main page of the developer wiki, tough it seems quite dead to me.

    one other thing, somebody mentioned to have the maps going in both directions, instead of just clockwise or counter-clockwise, both.
    This might help make it more stable (i think), but it would only be able to be played whit a larger amount of players.
     
  5. Da_Man

    Da_Man L4: Comfortable Member

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    The problem I see with these maps is communicating where the point is to players. Part of the problem with hydro is balancing each point for 4 different areas.

    Another thing is that to be balanced, the spawns need to be equal distances from each point.

    All I see from this is an overly complicated Gravel Pit or Steel. Which, if it can be balanced so as to be fun for both sides, it could be fun.