CTF Rumble

Discussion in 'Map Factory' started by The Asylum, Jul 30, 2011.

  1. The Asylum

    aa The Asylum

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    I'll admit, I fucked up on Checkpoint pretty bad.

    So here's a map I should have made instead, introducing, CTF Rumble!

    [​IMG]

    Health on top of the bridge where its risky, ammo below where it's safer to hide out awhile

    [​IMG]

    Sniper decks are easily accessible, so no more useless Snipers taking up half your team.

    [​IMG]

    Like Checkpoint, Rumble is designed to starve Engineers of metal, and making building sentries a real lengthy pain in the ass. Drop-down hole in the spawnroom so other classes can get out and go at it, but if Engys want a restock of metal, they gotta take a looooooooong trip.

    So how easy is it for the enemy team to get into your intel room?

    [​IMG]

    See this (what is supposed to be) foreman's trailer?

    [​IMG]

    It's connected to this vent. Where do it lead to? You'll see.

    [​IMG]

    For the more direct approach, this is the first room enemies see when invading the front door.

    [​IMG]

    At the bottom of the stairs. There's the intel, and a supply of health and a little ammo tucked away just out of sight.

    Now, where did that vent lead to?

    [​IMG]

    Yep, right above the enemy intel. Soldiers and Demomen who are feeling exceptionally lucky just might be able to drop down, pick up the intel, and blast back up again.

    Will it work? Who knows. Not until we try it out anyway.

    </takes a nice break from gimmick map bullshit>
     
  2. Jeremy

    Jeremy L11: Posh Member

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    Not sure about the big stack of crates in that second screenshot. At least give it some kind of order, or add a small variety of props instead of just the one crate prop.
    I also have a bad feeling about a large health pickup being so close to the Intel, and the vent shouldn't drop players directly onto the briefcase, but somewhere else in the same room at least. The solly/demo jumping down, capping and blasting back up, coupled with the low amount of metal resources, might make Engineers drastically underpowered, especially with Spies around.

    That said, I think this might make for some interesting gameplay. Sign this up for a gameday, will you.
     
  3. Limeaide

    Limeaide L2: Junior Member

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    You can't really starve metal of engineers without having no resupply lockers, and having no resupply lockers is a very bad idea indeed.

    As for that crate stack there, it would be really annoying if you have to do a jumping puzzle every time you want to climb to the sniper decks.
     
  4. Wilson

    aa Wilson Burial by Sleep

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    Removing all metal from map is not way to counter engineers, making map less sentry friendly is, it is not like you prevent them setting up big bases with lack of metal anyway, they just build a dispenser where they want to set up their base.
     
  5. Jeremy

    Jeremy L11: Posh Member

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    And also, starving the map of metal affects other classes as well, particularly the likes of Pyro, Heavy and Huntsman-Sniper. It's also kind of ironic how it's a construction themed map which isn't Engie-friendly.
     
  6. Pocket

    aa Pocket func_croc

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    If I recall correctly, the half-metal pickup in 2fort's basement was added in after the fact for the benefit of attackers; presumably the designers decided it was worth the tradeoff of defenders having quick access to more metal (though they also already did, in the form of that stupid extra resupply room.
     
  7. The Asylum

    aa The Asylum

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    [​IMG]

    Besides, there's a good supply of metal outside of the basements for non-engineers. Again, I guess we'll see how well this works out the next gameday
     
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  8. Limeaide

    Limeaide L2: Junior Member

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    Don't forget what wankhouse and stevethepocket said. Most engies will get their metals from a dispenser.
     
  9. Psy

    aa Psy The Imp Queen

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    Erm. How about you try designing the map in such a way that sentries don't cause stalemates instead of stupidly making a class completely useless?
     
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  10. Schrikvis

    Schrikvis L1: Registered

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    Maybe you should instead avoid creating high-sentry friendly grounds/long sentry friendly halls?
    Or maybe even Suprise effect sentry friendly doors?
    Besides, the water is the perfect place to set a sentry up.
     
  11. IcyEyes

    IcyEyes L2: Junior Member

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    Okay, hope I'm not being too brutal here, but....

    • Finding my way in the base was confusing. More signs or different textures perhaps?
    • Middle area is way too open. Add cover.
    • Front doors expose too much of the inside of the base and allows all spam to flood in. (Look at how 2fort prevents this!)
    • Spawn area feels strange and far too big.
    • Hallway leading from spawn room drop down with full health pack makes no sense to me.

    Tips:

    Flow in a CTF map is extremely important. Think of the paths in your map as flowing rivers. Do they flow smoothly or bash into everything? Remember the k.i.s.s ( "Keep it simple, Stupid!" ) principle. ctf_turbine is a great example of this and proof that simplicity in a ctf map is important. The more paths you add the harder it gets to defend or stop the enemy from capturing your intel and the more confusing it gets to keep track of everything. Semi one-way paths like the drop down from the balcony in 2fort can work well in ctf maps too because they help limit the incoming flow for defenders.
     
    Last edited: Aug 9, 2011
  12. English Mobster

    English Mobster L6: Sharp Member

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    Asylum, to turn capture crits off, just point a logic_auto at your tf_gamerules entity and give it the output SetCTFCaptureBonusTime with a parameter of 0.
    Also, Engineers still dominate. We just plop down a Sentry, then go get that 41 metal your small ammo pack gives us, then plop down a Dispenser. I was able to lock that entire intel room down with little effort, even with you starving Engies of ammo. Making an entire class useless is not the way to go.
    Spies are too obvious when heading for the intel; you've never fought a good Engie before, have you? It's common sense: the only class that has any business in a friendly intel room is an Engineer (ESPECIALLY when there's no real ammo or resources in the intel room to speak of), and you check those guys very well, too.
    If you REALLY want to make it so Engineers can't camp the intel, make 2-3 sightlines into the room with distances greater than 1100 units. That way, Soldiers can stand back and fire rockets at the Sentries without worrying too much about the Sentry returning fire (unless it's Wrangled).

    Overall, I found your map too confusing within the bases and trying too hard to fix problems in all the wrong ways.
     
    Last edited: Aug 16, 2011