alright. I've been thinking a lot about the issues ctf maps are facing in a competitive context. I came to the conclusion that the gamemode itself hardly works out in a competitive context.
so here I am, with this CTF variant of my own
the mechanic is pretty much the same as a standard CTF with 2 flags and 2 cap zones but I've added a new timer that (hopefully) will pace the map into a whole new experience.
here's the catch
I scraped the good old timer and replaced it with the koth timer. both timers starts at the beginning of the round and the first team to run out of time loses. capturing enemy intel gives you more time
how does it affect the gameplay?
well, now you don't have to choose between attacking and defending. if end up having more time than the enemy team, you will want to defend your intel until your enemy runs out of time. if you end up having a lack time, you will want to cap the intel at all cost.
TL;DR its pretty much a dynamic A/D ctf oriented at competitive play.
so here it is, in a vmf format.
http://forums.tf2maps.net/downloads.php?do=file&id=3577&act=down
feel free to use this prefab to make/convert your ctf map
there is still some non-gameplay related bugs I haven't fixed tho. mostly audio bugs.
-the announcer calls both timer's remaining time which is kinda confusing.
-the overtime bug is still alive. anytime somone is standing in the cap zone during overtime/ReturnTime, the announcer goes "OVERtime! overtime! OverTime! overTIME!".
feel free to contribute this prefab if you manage to fix those bugs ^^
at this time, the prefab doesn't affect spawn times but I might consider it later
so here I am, with this CTF variant of my own
the mechanic is pretty much the same as a standard CTF with 2 flags and 2 cap zones but I've added a new timer that (hopefully) will pace the map into a whole new experience.
here's the catch
I scraped the good old timer and replaced it with the koth timer. both timers starts at the beginning of the round and the first team to run out of time loses. capturing enemy intel gives you more time
how does it affect the gameplay?
well, now you don't have to choose between attacking and defending. if end up having more time than the enemy team, you will want to defend your intel until your enemy runs out of time. if you end up having a lack time, you will want to cap the intel at all cost.
TL;DR its pretty much a dynamic A/D ctf oriented at competitive play.
so here it is, in a vmf format.
http://forums.tf2maps.net/downloads.php?do=file&id=3577&act=down
feel free to use this prefab to make/convert your ctf map
there is still some non-gameplay related bugs I haven't fixed tho. mostly audio bugs.
-the announcer calls both timer's remaining time which is kinda confusing.
-the overtime bug is still alive. anytime somone is standing in the cap zone during overtime/ReturnTime, the announcer goes "OVERtime! overtime! OverTime! overTIME!".
feel free to contribute this prefab if you manage to fix those bugs ^^
at this time, the prefab doesn't affect spawn times but I might consider it later