- Nov 12, 2007
- 1,128
- 746
CTF has its problems for sure, but I'm not sure how many of the problems are tied to the game mode and how many are tied to the maps, or lack thereof. The reason I mention this is that there is only one version of CTF: you penetrate the enemy base, grab their intel, and bring it back. Rinse and repeat until point limit is reached. The more popular CP mode has 3 flavors: Dustbowl, Well/Granary/Badlands, and Gravelpit. Also Hydro, if you'd care to argue that TC is simply a variant on CP. CTF currently only has one version, and tbh I have a hard time envisioning any other method of implementing it that would still "feel" like CTF, as opposed to CP with extra strings attatched.
My apologies if this post doesn't make sense, it's late where I am.
I have to agree that there are a lot of different ways CTF can play out, and even custom maps have barely scratched the surface of the possibilities.
The biggest problem with changing the way CTF plays in TF2 is it's much harder to communicate to players what they need to do differently. With CP mechanics, this tends to be a little bit simpler, particularly in A/D maps. Players just have to find an unlocked CP to stand on for a little bit, and usually arrow signs suffice for direction. In CTF, players tend to get all manner of confused when the capture zone is in a different location than the intel.