I've been thinking about this topic for a while, and actually am trying to address it with my first map. I'm using the opportunity to test out a different ctf layout, so if it's truly horrible, I can just scrap the whole thing without it hurting too bad.
Seems like the big complaint is the ability of Engineers to lock down the intel with little effort. The first idea I had to address this was of the intel spawning at random, in one of 3 possible locations, like this:
But being my first map and all, I figured just keep it simple, no messing around with entities.
So then I though, what if instead of 3 possible intel rooms, what about just 3 paths? The intel room itself would be nobuild, and accessible by any path:
But then I started thinking this might get a little complex and frustrating. So I'm taking this idea and simplifying it so each base is split into 2 paths, both leading to the intel. And there is also a central area with upper and lower floors. And you can move between paths in a couple areas. (I know, sounds even
more complicated, right?). Anyway, this is what I'm going with, looks like this:
The intel room itself is not going to have a lot of buildable area, maybe none at all. And metal is going to be located in the center, not much towards spawn. Also, spawn will be
above and behind the intel room. So defenders are not blocking it just by spawning and going out the door.
I have it blocked out for the most part, starting on some detail work. Hopefully in a week or two it'll be time for a WIP post and gameday submission!
Anyway, wondering what everyone thinks the obvious drawbacks of this layout might be?