- Jul 30, 2021
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- 511
Hello. Today I would like to try and educate you on why Reverse Invade Capture the Flag, as a concept, falls flat on its face, and why it reasonably could continue to be neglected by level designers for the foreseeable future. I'm going to try and keep this relatively brief since this gamemode doesn't really deserve much of your attention as a level designer, due to its flaws. (Thank you for falling for the clickbait title by the way)
A preface before we start: I cannot stop you from making an RICTF map, nor am I telling you that you cannot enjoy it. My goal is to educate you as a level designer first and foremost, and that goal includes the "Dos and Don'ts" of gamemode design.
You may have heard of the terms "Invade Capture the Flag" and "Reverse Capture the Flag" before. If not, it's okay, we'll explain in a bit, but the one thing that I think should be said about these two is that they are the 1st and 3rd most popular Capture the Flag variants for a reason: They understand the idea of gameplay flow. A constant gameplay state of knowing you need to push is what makes the more "Take it to the enemy base!"-type flag gamemodes enticing to players that enjoy them. Now, what does "Reverse Invade" mean? Well, "Invade" means the flag is neutral, and it must be brought somewhere outside of mid. And "Reverse" means that the direction of the gamemode is flipped. Lost? Here, let me make it a bit simpler for you:
Not so difficult to understand NOW, right? Just bring the neutral flag to your own base. Simple and, hopefully, understandable enough for you.
Now, if you're an experienced level designer, you can likely see the issue this gamemode will run into immediately upon conception, but if you're a bit newer at this, let me explain. Basically, since the middle of the map is where you must fight over at the beginning of the round, the team who loses the first midfight of the game will almost always lose. "Why is this?" you could be asking. Well, since the flag is located in the center of the map, and your team's objective is to bring the flag to your own base and it instantly captures, you really only need to hold mid to win the entire game.
This is what we call The Percentage Rule. The percentage rule is a rule in certain flag-base gamemodes where, once the flag is past mid (and oftentimes even simply being outside your own base), the flag becomes exponentially harder to stop from being captured. This is an issue in Standard Capture the Flag as well, however the objective of that gamemode is to get in and get out of the enemy base with the flag, so it kind of makes sense and is rather unavoidable in the nature of Standard CTF.
...however, in Reverse Invade CTF, this issue becomes much more prevalent. Since you only need to hold mid to win, your team will always own roughly 50% of the total playspace in the map. And since the flag goes into your own team's area for it to be captured, guess what? That exponential increase in likelihood for it to be capped is suddenly even MORE exponentially likely because the enemy team has to fight your hold at mid in order to even get a chance to nab the flag. Are you seeing the problem here? The flag itself, once a team owns mid, is simply incontestable. The resources of the defending team (the team with the flag on their side) will always be located at mid with an intelligent team, meaning the flag will always be accessible to them and them only.
Now, let's say that despite these flaws, you're curious on how you could design a map to work around this. And while I have a solution for you, it too is also heavily flawed. The kind of layout I am describing is the Horseshoe. You may have experienced "Horseshoe," or alternatively "U-Turn" layout design in a gamemode like KOTH before, which if so is great! Let's explain it anyway though. Horseshoe design is where the map is designed in the shape of a big "U," as in, the letter U. A singular bend at one end and spawns at the other. Immediately, this may raise some red flags. "How does this make the map any better? It's literally a wall between the spawns!" or "How awful are the rotate times...?" Worry not, for I have a map that has tried this before.
Meet ctf_npire_v3, a Reverse Invade CTF map created in 2008 by the legendary mrmof. Npire is the most well-known Reverse Invade CTF map there is, and it's for a good reason: the map is actually competent for its gamemode. So let's take a critical analysis of what makes Npire so good.
To make a long story short, Npire understands the importance of Convergence Points in both Horseshoe design and Reverse Invade CTF design. When retreating makes it impossible for the enemy team to reach you (which is what Reverse Invade CTF does), you as a level designer need to make it so that the territory that you and your team retreats to is also territory that the enemy team is treading. This is the basis for what made Horseshoe level design in Reverse Invade CTF work, and is why even today the map still sort of stands up.
However, this way of level design is still not without its major flaws. For instance, notice how the capture zones are uh... really close to each other? Yeah imagine getting the flag to your spawn and then suddenly, oops! A soldier fires a crocket at you and you die instantly, dropping the flag and giving the enemy team a free capture. NOT VERY FUN! Another prime example of the horseshoe is that because the layout requires a large amount of convergence between the sides, oftentimes it is unavoidable for teams to have spawn basically right next to each other on the map at their spawn! This can very, very easily end up in a team getting the upper hand and then spawncamping to win, which I think is, needless to say, quite the boring game of TF2.
Reverse Invade Capture the Flag is an example of an interesting concept that simply cannot be executed to the level of quality that is expected in Team Fortress 2 maps. Put simply, it is a bad gamemode on a fundamental level, and I mean this with all of the sincerity in me: You would be wasting your time trying to make this gamemode work. I understand Exposure Theory, I understand that learning about this will likely make you want to try it, but I urge you: please do not set yourself back by attempting to make a map for this gamemode. You would be making a map that would be underplayed, unloved, and unfun-by-default due to the gamemode's ingrained issues, and I genuinely think you would be better off learning from the issues of this gamemode and moving on with your life with better maps for other gamemodes. This gamemode may be a train wreck of level design... but that doesn't mean you can't pick up the scraps of the wreckage and build something completely new from its remains.
To reiterate a bit from earlier: if you enjoy this gamemode, please feel free to keep enjoying it. It is okay to enjoy flawed things, we just need to not let our enjoyment of said thing cloud the fact that the thing we enjoy is flawed in it of itself. You are welcome to disagree with this post, but please make a comment explaining what you think is incorrect, inaccurate, or simply that you disagree with here. If you're struggling to understand the concepts proposed in this, please try to reread or DM me about it; I'd be more than happy to provide you with my time and knowledge.
Have a good day,
- Minty
(ps if you like this guide check out my A/D CTF one https://tf2maps.net/threads/playability-vs-identity-why-is-a-d-ctf-controversial.50012/)
A preface before we start: I cannot stop you from making an RICTF map, nor am I telling you that you cannot enjoy it. My goal is to educate you as a level designer first and foremost, and that goal includes the "Dos and Don'ts" of gamemode design.
You may have heard of the terms "Invade Capture the Flag" and "Reverse Capture the Flag" before. If not, it's okay, we'll explain in a bit, but the one thing that I think should be said about these two is that they are the 1st and 3rd most popular Capture the Flag variants for a reason: They understand the idea of gameplay flow. A constant gameplay state of knowing you need to push is what makes the more "Take it to the enemy base!"-type flag gamemodes enticing to players that enjoy them. Now, what does "Reverse Invade" mean? Well, "Invade" means the flag is neutral, and it must be brought somewhere outside of mid. And "Reverse" means that the direction of the gamemode is flipped. Lost? Here, let me make it a bit simpler for you:
Not so difficult to understand NOW, right? Just bring the neutral flag to your own base. Simple and, hopefully, understandable enough for you.
Now, if you're an experienced level designer, you can likely see the issue this gamemode will run into immediately upon conception, but if you're a bit newer at this, let me explain. Basically, since the middle of the map is where you must fight over at the beginning of the round, the team who loses the first midfight of the game will almost always lose. "Why is this?" you could be asking. Well, since the flag is located in the center of the map, and your team's objective is to bring the flag to your own base and it instantly captures, you really only need to hold mid to win the entire game.
This is what we call The Percentage Rule. The percentage rule is a rule in certain flag-base gamemodes where, once the flag is past mid (and oftentimes even simply being outside your own base), the flag becomes exponentially harder to stop from being captured. This is an issue in Standard Capture the Flag as well, however the objective of that gamemode is to get in and get out of the enemy base with the flag, so it kind of makes sense and is rather unavoidable in the nature of Standard CTF.
...however, in Reverse Invade CTF, this issue becomes much more prevalent. Since you only need to hold mid to win, your team will always own roughly 50% of the total playspace in the map. And since the flag goes into your own team's area for it to be captured, guess what? That exponential increase in likelihood for it to be capped is suddenly even MORE exponentially likely because the enemy team has to fight your hold at mid in order to even get a chance to nab the flag. Are you seeing the problem here? The flag itself, once a team owns mid, is simply incontestable. The resources of the defending team (the team with the flag on their side) will always be located at mid with an intelligent team, meaning the flag will always be accessible to them and them only.
Now, let's say that despite these flaws, you're curious on how you could design a map to work around this. And while I have a solution for you, it too is also heavily flawed. The kind of layout I am describing is the Horseshoe. You may have experienced "Horseshoe," or alternatively "U-Turn" layout design in a gamemode like KOTH before, which if so is great! Let's explain it anyway though. Horseshoe design is where the map is designed in the shape of a big "U," as in, the letter U. A singular bend at one end and spawns at the other. Immediately, this may raise some red flags. "How does this make the map any better? It's literally a wall between the spawns!" or "How awful are the rotate times...?" Worry not, for I have a map that has tried this before.
Meet ctf_npire_v3, a Reverse Invade CTF map created in 2008 by the legendary mrmof. Npire is the most well-known Reverse Invade CTF map there is, and it's for a good reason: the map is actually competent for its gamemode. So let's take a critical analysis of what makes Npire so good.
To make a long story short, Npire understands the importance of Convergence Points in both Horseshoe design and Reverse Invade CTF design. When retreating makes it impossible for the enemy team to reach you (which is what Reverse Invade CTF does), you as a level designer need to make it so that the territory that you and your team retreats to is also territory that the enemy team is treading. This is the basis for what made Horseshoe level design in Reverse Invade CTF work, and is why even today the map still sort of stands up.
However, this way of level design is still not without its major flaws. For instance, notice how the capture zones are uh... really close to each other? Yeah imagine getting the flag to your spawn and then suddenly, oops! A soldier fires a crocket at you and you die instantly, dropping the flag and giving the enemy team a free capture. NOT VERY FUN! Another prime example of the horseshoe is that because the layout requires a large amount of convergence between the sides, oftentimes it is unavoidable for teams to have spawn basically right next to each other on the map at their spawn! This can very, very easily end up in a team getting the upper hand and then spawncamping to win, which I think is, needless to say, quite the boring game of TF2.
Reverse Invade Capture the Flag is an example of an interesting concept that simply cannot be executed to the level of quality that is expected in Team Fortress 2 maps. Put simply, it is a bad gamemode on a fundamental level, and I mean this with all of the sincerity in me: You would be wasting your time trying to make this gamemode work. I understand Exposure Theory, I understand that learning about this will likely make you want to try it, but I urge you: please do not set yourself back by attempting to make a map for this gamemode. You would be making a map that would be underplayed, unloved, and unfun-by-default due to the gamemode's ingrained issues, and I genuinely think you would be better off learning from the issues of this gamemode and moving on with your life with better maps for other gamemodes. This gamemode may be a train wreck of level design... but that doesn't mean you can't pick up the scraps of the wreckage and build something completely new from its remains.
To reiterate a bit from earlier: if you enjoy this gamemode, please feel free to keep enjoying it. It is okay to enjoy flawed things, we just need to not let our enjoyment of said thing cloud the fact that the thing we enjoy is flawed in it of itself. You are welcome to disagree with this post, but please make a comment explaining what you think is incorrect, inaccurate, or simply that you disagree with here. If you're struggling to understand the concepts proposed in this, please try to reread or DM me about it; I'd be more than happy to provide you with my time and knowledge.
Have a good day,
- Minty
(ps if you like this guide check out my A/D CTF one https://tf2maps.net/threads/playability-vs-identity-why-is-a-d-ctf-controversial.50012/)
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