- Sep 28, 2009
- 3,075
- 2,778
Here's a cool idea for TF2 that I stumbled upon. You can read about it on the VDC (http://developer.valvesoftware.com/wiki/Cyclic_Capture_Points) or you can read a pretty picture instead.
The game plays in a very straightforward manner. If you can't read the above image, both teams start with one point opposite the other's. They then must rush their way through each point in a clockwise (or counter clockwise) order. If one team captures every point, or their opponent has no control points left, they win the round.
Teams each need to capture the points in the direction they are going. They can go backwards to defend points, but can't capture them unless they own the point before it. In my picture, RED can capture B, and BLU can capture D. Defense is just as important as offense, however. If BLU were to capture D and then point C before RED can capture and move to B, they win.
Each point has a spawn room. Teams spawn from the point they last captured, allowing their opponents a chance at capturing other points. Layout needs to be neutral on all points, because there is no guarantee if a team will capture or hold a point of their color.
Pros:
Cons:
The game plays in a very straightforward manner. If you can't read the above image, both teams start with one point opposite the other's. They then must rush their way through each point in a clockwise (or counter clockwise) order. If one team captures every point, or their opponent has no control points left, they win the round.
Teams each need to capture the points in the direction they are going. They can go backwards to defend points, but can't capture them unless they own the point before it. In my picture, RED can capture B, and BLU can capture D. Defense is just as important as offense, however. If BLU were to capture D and then point C before RED can capture and move to B, they win.
Each point has a spawn room. Teams spawn from the point they last captured, allowing their opponents a chance at capturing other points. Layout needs to be neutral on all points, because there is no guarantee if a team will capture or hold a point of their color.
Pros:
- Gameplay is quick and points are exchanged often.
- No restrictions on size. Maps can be very large or very small.
- Midway between symmetric and assault.
Cons:
- Difficult balancing
- Longer rounds