If you view this from the layout perspective, I wouldn't say that PL is hard.
You can have some design flaws and it still can be a good map.
While in game modes like CP5 one design flaw can make the whole map bad.
Also CP Attack/Defend is hard to balance, but it's easier as CP5.
Eh, I disagree with that. A flawed PL map is still a flawed map.
Eh, I disagree with that. A flawed PL map is still a flawed map.
I want to see someone do a TC where the rounds are all on the inside (or outside) of a cube and the WHOLE MAP rotates between rounds.
Well I think it's just me, but Payload is the easiest game mode to balance. And soon I shall know whether this is true IF I'll finish my map...
If you view this from the layout perspective, I wouldn't say that PL is hard.
You can have some design flaws and it still can be a good map.
While in game modes like CP5 one design flaw can make the whole map bad.
Also CP Attack/Defend is hard to balance, but it's easier as CP5.
Well I think it's just me, but Payload is the easiest game mode to balance. And soon I shall know whether this is true IF I'll finish my map...
And the win condition is you have to solve the map, which is coincidentally shaped like a rubix cube.
Capture Point Layout:
|A-|B-C|-D|
Case1:
Start on |B-C|
If red wins go to |A-B| with A owned by blu and red owned by B.
Case1a:
Continued from Case 1: If blu wins B back, it goes back to B-C.
Case2:
Start on |B-C|
If blu wins go to |C-D| with C owned by blu and D owned by red.
Case2a:
Continued from Case 2: If red wins C back, it goes back to B-C
CaseA:
Continued on Case 1a: If red wins again it goes to |A-B| with red having an advantage on
A.
CaseB:
Continued on Case 2a: If blu wins again it goes to |C-D| with blu having an advantage on
D.
Case3:
Continues from Case A: If blu wins it goes back to |B-C| no advantage.
-->Continue to Case A or B
Case4:
Continues from Case B: If red wins it goes back to |B-C| no advantage.
-->Continue to Case A or B
Case C:
Continued from Case 1 or Case A: if blu wins A, they win the round.
Case D :
Continued from Case 2 or Case B: if red wins D, they win the round.
Footer: All advantages stack up to 4 advantages on either A (for red) or D (for blu)
Example:
Case 1 -> Case 1a -> Case A (1 advantage for red on A) -> Case 3 -> Case B (1 advantage
for blu on D) -> Case 4 -> Case B (2 advantage for blu on D) -> Case C (blu wins)
Be careful what you say around these parts...I want to see someone do a TC where the rounds are all on the inside (or outside) of a cube and the WHOLE MAP rotates between rounds.