ignition

CTF ignition a11d

Mar 23, 2010
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Mar 23, 2010
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i changed some things barely anything.
wanna open this map up a bit more, should be a bit easier to defend by intel ill buff it a bit more later

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Mar 23, 2010
1,874
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The Power Source

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Mar 23, 2010
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testing out a forcespawn for the team who's flag gets capped and also once your flag is almost out of your base. hoping there is more back and forth on mid and you don't get stuck in your own base the whole game.

kinda wanna add a dropdown route to mid like chin has but idk where yet

also thanks to the FGD vehicle models and yrr jump pad prefab and keizer for telling me how to do forcespawns

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Mar 23, 2010
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Prestige updated graffiti with a new update entry:

a5

added shot clock + 60s return time
added 10min round timer + 60s bonus time on capture (idk about this)
kept the -2s return spawntime bonus + forcerespawn for enemy capping + forcerespawn for getting the intel to return i think theyre great!
made the chin 360
removed a route into intel room + replaced with balcony
new traffic circle mid stolen from pumpkinseed but not really but kind of

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[ATTACH...

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Mar 23, 2010
1,874
1,699
Mar 23, 2010
1,874
1,699
Prestige updated graffiti with a new update entry:

a6

removed shot clock - too confusing for people trying to use the shortcuts to not know how long it will take to return
tried to route players more to the intel shortcuts + new mid stuff
made the textures disgusting and random and horrible

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465
based shot clock removal

I don't know why I'm a shot clock disbeliever but I am
maybe I just like sowing chaos

I prefer just setting the return time to something short like 20 seconds, and then if a team wants to suicide on the flag and keep it dropped they can, but the defending team can reset the flag if they get a team wipe good enough to not let the enemy team respawn and return in time
 
Mar 23, 2010
1,874
1,699
yeah i think shot clock is kind of an abomination that only works for intels in extremely hard to reach places and with a long return time.

i really like the spawn gimmicks on this map. the first cap is hard to defend, but it gets easier as the game goes. i'm a little worried getting a permanent 2s reduction in spawntime for your flag returning is way OP. Last test, the team with more points ended up losing. but i kind of like it as it makes turtling a viable way to come back, as that's what teams do when they start losing in ctf anyways. i'll probably make it a 4s reduction that expires in 2min. tbh a chin ctf where you can turtle away from the intel room is really cool to me. i love this map.