- Mar 29, 2009
- 6
- 0
Faceoff is a intelligence map that is harder to describe than many. It is not simply like 2fort with 2 bunkers and a bridge in the middle. Faceoff breaks the barrier of symmetry and replaces it with strategy, giving both teams their own separate base.
Blue has a much smaller base that is much harder to defend, but has many more side passages to get around red's base. The biggest advantage given to blue however, is the fact of where the intelligence is.
All of the flags in the map are in Blue's base, while all of the capture points are in red's base. Blue starts with their own flag, as well as 3 red flags in their base. They must take them to Red's base to capture them. With this, Faceoff becomes more like dustbowl, with Red defending, and Blue attacking, but instead of a timelimit, Red must win by attacking as well. But if they push too far ahead, Blue can easily come in from behind for a quick cap. The map is quite compact, so games are much faster. Also, when one team's intelligence is captured, they get a little resupply bonus in the middle factory area.
Notes: Special Thanks to gastrop0d and SGT Frag for feedback, as well as tommyd for creating the Natural Selection map that this is based upon, and BS1 and NoSoul for testing. There is one minor glitch in the map, and that is that the resupply areas in the middle do not open correctly until both teams have captured the intelligence once, as opposed to just one team. If someone can help with fixing this, please message me when you have the time.
***CHANGELOG***
Beta 6
-Changed game structure so that Blue is mostly attacking, and Red is mostly defending by putting all flags in Blue's base, and all capture points in Red's base.
-Raised ceilings in Blue's base
-Extra flanking vent for Blue
-Removed "Models" textures in outdoors area.
-Miscellaneous lighting additions
-Red spawn layout changed
-Resupply areas added to middle for whatever team is losing.
-Other miscellaneous balance changes such as health and ammo placement, as well as nobuild areas.
Blue has a much smaller base that is much harder to defend, but has many more side passages to get around red's base. The biggest advantage given to blue however, is the fact of where the intelligence is.
All of the flags in the map are in Blue's base, while all of the capture points are in red's base. Blue starts with their own flag, as well as 3 red flags in their base. They must take them to Red's base to capture them. With this, Faceoff becomes more like dustbowl, with Red defending, and Blue attacking, but instead of a timelimit, Red must win by attacking as well. But if they push too far ahead, Blue can easily come in from behind for a quick cap. The map is quite compact, so games are much faster. Also, when one team's intelligence is captured, they get a little resupply bonus in the middle factory area.
Notes: Special Thanks to gastrop0d and SGT Frag for feedback, as well as tommyd for creating the Natural Selection map that this is based upon, and BS1 and NoSoul for testing. There is one minor glitch in the map, and that is that the resupply areas in the middle do not open correctly until both teams have captured the intelligence once, as opposed to just one team. If someone can help with fixing this, please message me when you have the time.
***CHANGELOG***
Beta 6
-Changed game structure so that Blue is mostly attacking, and Red is mostly defending by putting all flags in Blue's base, and all capture points in Red's base.
-Raised ceilings in Blue's base
-Extra flanking vent for Blue
-Removed "Models" textures in outdoors area.
-Miscellaneous lighting additions
-Red spawn layout changed
-Resupply areas added to middle for whatever team is losing.
-Other miscellaneous balance changes such as health and ammo placement, as well as nobuild areas.
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