- Dec 1, 2017
- 14
- 16
So, basically, I've started making a somewhat "competitive friendly" CP map: The whole stitch is that the map is vertical rather than horizontal. (in other words, a jumper's paradise)
I've been wondering on how I could make players move a lot and get use to all of that vertical space.
I've come up with a very special CP flow (I don't know if it's unique, but it's somehow original I guess)
They are 5 CP in the map (BLU A, BLU B, MID, RED A and RED B) and plays like a 5 CP map, but mid is technically always open...
For exemple, BLU capped mid so they can cap RED A or RED B... But as soon as RED caps mid, RED can cap BLU A and BLU B regardless if one of RED's CPs is owned by BLU.
You can basically turn the tides by capping mid. (Of course, you'll still need to cap your lost CP afterwards)
But I have some doubt... I still don't know if it's a good idea, and I'd like to have as many opinion as possible.
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EDIT: here's a screenshot
I've been wondering on how I could make players move a lot and get use to all of that vertical space.
I've come up with a very special CP flow (I don't know if it's unique, but it's somehow original I guess)
They are 5 CP in the map (BLU A, BLU B, MID, RED A and RED B) and plays like a 5 CP map, but mid is technically always open...
For exemple, BLU capped mid so they can cap RED A or RED B... But as soon as RED caps mid, RED can cap BLU A and BLU B regardless if one of RED's CPs is owned by BLU.
You can basically turn the tides by capping mid. (Of course, you'll still need to cap your lost CP afterwards)
But I have some doubt... I still don't know if it's a good idea, and I'd like to have as many opinion as possible.
----
EDIT: here's a screenshot
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