two sided capture point design

Plainz

L3: Member
Apr 13, 2020
145
57
what i mean by two sided:
1728475157279.png

a capture point that can be blocked by the defending team without directly engaging with the attackers, basically a wall that cuts capture trigger in half.

Do you think it has any future? I've only seen two maps attempt it, Underway and my own, tho i am getting rid of it in the next update since it didn't really bring any fun for last, i think it kind of works on underway.
Do you have any ideas with this cp in mind?
Also just had a detail idea for a cp like that, huge locked door with a electronic lock panel on it and of course it opens after capture.
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
466
I realised while making this image that you meant just a little partitioning wall on top of the control point that you can just walk around - I assumed you meant a major partition that separates the cap point into two areas, which would be EXTRA impossible to balance.

Still, have the image anyway:
1728482159572.png


CPs with cover are generally better off as freeform areas that you can approach from many angles, so you can't just crouch in a forgotten corner and let your teammates prevent enemies from reaching you to kill you.
I learned this the hard way when it came to Bruhstbowl 1-B - since RED holds that point passively by design (holds powerful defensive positions that can see it, rather than physically contesting it), 9 out of 10 times BLU would just hide behind the doorframe into the factory and cap with the utmost ease. It's even worse when RED can do the opposite to BLU!

So, when you endeavour to design CPs with major cover, it's of absolute importance that you don't make it so that one team has to approach the cap point from only one major entrance or direction - you have to give each team multiple angles to peek around every bit of cover.
Sounds like boring advice, but it's the truth.