CTFvsCP HUD

Discussion in 'Mapping Questions & Discussion' started by grazr, Aug 17, 2009.

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CTF vs CP HUD in hybrid CTF map.

  1. CTF HUD

    0 vote(s)
    0.0%
  2. CP HUD

    20.0%
  3. Nuetral

    80.0%
  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I'm working on a concept that has been discussed infrequently in the past. Basically it's a CTF map. But owning a particular CP (of 1 for each team) opens up or locks an extra passage way into the respective bases.

    Now a lot of people have shown more of a preference to the CTF HUD over the CP HUD for the CTF A/D mode. Although personally, i have always considered the CP HUD more appropriate as it better displays team progress. It has been my opinion that the CTF HUD which allows players to oreint the location of the flag carrier has made it 10x harder for a flag carrier, in basic CTF, to exit a base. Especially considering 2fort only has 2 exits from the intel room, defendable from the same room (outside the main spawn). Regardless of alerting teammates to its dropped position, the HUD seems to damage the game mode more than improve it. It is often my experience as a 2fort player that the oppotunity to regrab the flag from inside the enemy base is around 10% successful, and most novice CTF players will prefer to fight to the flag room with a distracted defence and grab it when it respawns rather than attacking the dropped flag. Making the alerting of the position of the flag to team mates quite redundant.

    TFC and other capture the flag games have worked perfectly fine without the ability to track the flag carrier. But i would like to know others opinions on this matter.

    These alternate routes will allow an easier exit of the enemy base rather than an easier entry. The role they play will be rather siginificant, and i would like to think that the lack of a CTF HUD would only increase teamwork communicatoin, telling each other where the flag is. Although perhaps this is high hopes for the average TF2 public player.

    I suppose the best thing would be to test it, but i've not fleshed it out in hammer yet to release it for testing, and figured i might as well ask this sooner than find out later. My pressumption is that a prefix of CTF will let players know the basic mode, and the CP HUD will allow for easier territorial control observation. Although the CP's will reside in nomans land and be visible from most positions within nomans land. But will as a result be occluded from defenders site (which is an issue as it effects defence the most).

    I've added a pole, but please also give me your more detailed opinions to pro's and con's if you have any.

    I can scan an image if you guys would like, but the sketch shows 3 floors in 2d that probably only i will ever comprehend.
     
    Last edited: Aug 17, 2009
  2. Artesia

    Artesia L6: Sharp Member

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    I voted neutral because with a map like you described, yes CP hud displays the game area status better, but showing the intel status (carried, dropped, at base) is also very important. Regardless of the pointer towards the intel, the hybrid hud will give you both important elements to the gameplay
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I have been considering the hybrid HUD, but was unsure as to how many flags it supported. Whilst i realise it supports several CP's, does it also support multiple flags?
     
  4. Artesia

    Artesia L6: Sharp Member

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    2 flags, 8 cps if I understand correctly
     
  5. jpr

    aa jpr

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    Yep, the hybrid supports 2 flags, and any gamemode