We've just finished from testing your map. Unfortunately we weren't able to get the full 12 players but we did manage 10, which seemed more appropriate since your map is a bit smaller than some of the other CTF maps.
Notes page for this map - A lot of things were said in-game but people appear to not be making use of the /n feature, I'll see what they say on the forum as they'll more likely post some helpful stuff there.
Generally with this game mode I think that it will struggle as a competitive map as it is, although there are a couple of things you can do and were suggested in-game:
1) Longer Intel Respawn Time: Give players a chance to make their way back to the middle area.
2) Adjust Intel 'Ownership' When Dropped: Rather than making the intel Neutral as soon as it is dropped, why not have it so that it belongs to whichever team dropped it for a period of time, and then after that period it becomes Neutral? This would work similarly to reversing a cap in 5cp maps.
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Hero said:
ctf_nutomic_a2a:
- The consept is great fun, lots of action
- Needs bigger intel room with an entrence from above
- Fix the "see into spawn " from the highest pilar in the corner
- Tweek the map so that the team that is on top doesnt have such a huge advantage (make a delay from when the intel is caped until it spawns)
- Remake the spawns so they cant be stickycamped so easy
- Add objects that scouts can use as cover and jump on to get higher
- Make some corridors a bit shorter
I enjoyed the map overall, perfect size and a fun gamemode
Monchberter said:
ctf_nutomic_a2a:
- Good, fun and size is about right
- Problems with access to intel. Too easy for opportunistic scouts or rocket / demo jumps to grab first thing in the round
- Putting intel in enemy base is counter intuitive and encourages spawn camping once one cap has been achieved, leading to steamrolls
- Suggest opening up some sight lines to intel for snipers but prevent sniping enemy spawn somehow (perhaps like koth_viaduct - a map it resembles)
- rooms and central courtyards are too open and with no cover and with the upper side walkways the room becomes a deathtrap for any class but solly and demo as too easy to spam down on players (pyro's and heavies are particularly vulnerable). suggest making the upper passages less open and add cover for teams to attack / defend from.
I managed only to record a STV demo of the first (relatively) quick round we played, which showed a bit of spawn camping and general domination of the battlefield. The next game however was slightly more balanced after rearranging the teams, but one team was still able to bit the other by quite a lot. And regularly we'd have the entire enemy team attacking us in our base while a Scout from our team runs in to their base to cap the intel without problems.
This could work as a variation of CTF, particularly in competitive play, it just needs some refining.
Good work so far, I'll post the demo when I get a chance!