ctf_reverse

Discussion in 'WIP (Work in Progress)' started by Arnold, Sep 6, 2008.

  1. Arnold

    Arnold L6: Sharp Member

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    This is my new map, it is fairly finished now so i created this thread a tad too late i guess.

    Gamemode is very simple:

    1) you get the enemy flag at your base (not in spawn, but near spawn)
    2) Take the enemy flag to the enemy base and score a point (capture area is the same as the place you picked up the flag, only in the enemy's base)

    It's basically a reversed CTF and chances are that there already is a map like this but i thought i'd just go for it since would be a nice touch to distinguish this map from the regular ctf maps out there.

    here are some screens of the almost final, detail to be added everywhere but middle.

    I would just like to know how this map plays most of all, so if anyone could give this one a quick run it would be greatly appreciated.

    DOWNLOAD[

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    Last edited: Sep 6, 2008
  2. MrAlBobo

    MrAlBobo L13: Stunning Member

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    ha, i love the completely random structure of your buildings
    im not really a details person so theres not much i comment on other then gameplay...oh well looks interesting
     
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  3. JoshuaC

    JoshuaC L7: Fancy Member

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    Awesome brushwork!
     
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  4. slix00

    slix00 L1: Registered

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    Yeah. Very nice brushwork. I envy you.
     
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  5. luxatile

    aa luxatile deer

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    The buildings are really cool, they're a refreshing change from the TF2 norm while still keeping a cartoony look. Well done on that.

    I'm not too sure about the game mode, really. There's a map called ctf_delivery (fun fact: that name was suggested by me :p) that uses the same rules, and when I played it, it seemed that nobody understood what they were supposed to do even when a giant colored text box shouted it in their faces.
     
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  6. Altaco

    Altaco L7: Fancy Member

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    I think the thing is, reverse ctf is essentially half-ctf - you have to get in but not out, and once you pick up the flag, you are sort of committed to take it into the enemy base.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Hopefully it appeals to the more lazy players out there who just stand about fragging in no mans land because their survival rate drops significantly when entering the enemy base.

    Since getting out alive isn't really a necessity. I would like to think this version of CTF catches on. I'm a bit fed up of the ctf maps turning into DM all the time.

    I'd like to see the blu side fit more of the original TF2 theme but i can't tell all mappers what to do, you seem to have an idea of what you want from this map. Plus i can't deny that it isn't pretty as it is. It just looks a bit odd without the traditional rooves.

    I do like the extended platforms to jump up onto in no mans land, that's a cool feature i remember seeing in one or two custom TFC maps back in the day. Which played very well.
     
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  8. Beetle

    Beetle L9: Fashionable Member

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    I really like the Picasso-style architecture.
     
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  9. Arnold

    Arnold L6: Sharp Member

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    thnx for the feedback,

    about the blu base, i didn't want this map to look like any other map out there but still maintain an appealing and acceptable look.

    I just want this map to be memorable and that won't happen when all maps look alike. I hope you understand what i'm saying :p

    Also about the ctf mode, it is basically half ctf but there will be some twist since they can track the flagholder with the hud below.

    Anyway scoring points will happen more frequent but i don't think that's a bad thing.
    But i am only speculating as for now, since i never really played it on a full server before.
     
  10. Rad

    Rad L1: Registered

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    It looks really neat. The odd shape of the bases is quite astounding. I hope it plays as good as it looks. I might ask my team's server operator to put it on so we can try it out.
     
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  11. Dan2025

    Dan2025 L2: Junior Member

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    The map looks almost surrealistic. Which really fits TF2 when you think about it. :wow:
     
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  12. Shadowfield

    Shadowfield L2: Junior Member

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    That's got to be the coolest looking building I've seen yet. Awesome.
    Keep it up.

    And I think the game play is a good idea too. Sorta like payload, but the payload moves with the player.
     
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  13. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Cool!

    I used the reverse CTF for avantiville. It's quite amusing, any customs lover will find it a nice change of pace. Good job!


    ..are you using the speed penalty for the flag carrier?
     
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  14. Arnold

    Arnold L6: Sharp Member

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    Actually i didn't add a speed penalty for the flag carrier cuz i don't think it is a necessity since both team can score points by taking the flag to the enemy's base.

    but i still have to see how this plays out since i haven't played it with more than 4 people yet.
     
  15. luxatile

    aa luxatile deer

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    Please don't change your mind when it comes to speed change either. It just won't feel right, I'm sure of it.
     
  16. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Ya, the speed penalty severely slows the pace. If you can, (back when I used the attack defend mode on the intel... it had to be on) leave it to normal speed like all the other CTF maps. Or just dont use attack/defend mode. With the speed penalty on, no one will want to carry the damn thing! lol!