Discussion in 'Mapping Questions & Discussion' started by MegapiemanPHD, Jul 4, 2016.
Looking for information on making control point areas that don't suck.
I think there are many things to note about a/d points, and I think people should learn about the true purpose of control points and what they mean for gameplay. Looking at good a/d maps such as steel and gravelpit you can find similar elements
In my opinion, good control points have:
Focus and leads the player's eyes to them, via lighting/signs/landmarks
Gives players both benefits and disadvantages. Generally this is height advantage and some cover, but disadvantage is its flankable and a little vulnerable to defender's positioning
Center of area, serves as a "lookout" for most of the area around it, but not whole area
Last points are generally very vulnerable, however uses TONS of elements of focus and eyecandy
Doesn't have to be, but defenders should also want to stand on it to defend
Healthkits/ammo are nearby/behind doorways leading into control point areas
Stay away from doing:
Points in corners, or too far away from player's path through an area
Points that feel too similar to surrounding area, i.e. are on the same level as the whole combat area
Points in small rooms/areas, this makes it feel like you aren't really controlling anything significant
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