CTF Downturn

Discussion in 'Map Factory' started by evicted, Jan 7, 2011.

  1. evicted

    evicted L1: Registered

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    I made a post for this map a long time ago, but scrapped it and nothing really came of the post. Now I'd like to to a more "official" post and continue working on it.

    CTF_Downturn is my attempt to create a fast-pace ctf map that never stalemates and never drags on for upwards of 30 minutes. So far, I seem to have been successful. I have multiple paths though the level, which prevents the usual 2fort situation of a single engineer locking down the map. I had the map tested on the server that I frequent, and the single longest game was 15 minutes. Three engineers on my team attempted to lock down the intel room, and failed. Overall, the map seemed to play quite well. My major concern is that, to make the map run quickly, I had to make a regular sniper essentially useless. There really are no good sniping spots, so it seems to be huntsman or nothing at all. While I feel that snipers tend to bog ctf gameplay down, I know that I generally shouldn't cripple a class. This was the original reason why I scrapped the map, but after the tests I felt that it was worth it to see the tf2maps community's opinions on it. I haven't done much detailing yet, because I'd like to know how people feel about the map itself before taking the effort of making it look nicer. Any and all comments are appreciated.
     
  2. honorum646

    honorum646 L6: Sharp Member

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    Good luck.
     
  3. evicted

    evicted L1: Registered

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    Hehe, that's not the part I'm unsure about, I already made it work. It's been tested and no one could lock it down and it never passed 15 minutes per round. The average round time was about 7 minutes I believe. I'd still like to see it tested more though, so that I can be absolutely sure that those results stay accurate.
     
    Last edited: Jan 10, 2011
  4. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    I'd be very impressed if you got the golden middle ground of not an engy fest (2fort) and not a scout race (doublecross, to some extent).
    Good luck from me as well :p
    If it's any help, I think the best way to combat scout races is to give the defenders quick one way routes to the middle that can counter scouts running off with the intel.
     
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  5. evicted

    evicted L1: Registered

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    I made the map fairly small, so you can be from spawn to the middle very, very quickly. Scout races haven't seemed to be a problem so far. I didn't have them in mind when I made the map but I haven't seen a few scouts dominate the map yet. Hopefully that doesn't become an issue, but again, that's what the testing is for!