What do you think?

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Oct 16, 2008.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    I've got my PL map ready to go as soon as I can get my waterfall working :cursing: now big question is....

    Should I convert it into a CP map too? the pl map is a fun idea but a CP map - with no set sequence to cap the points might make the map a wild map to play.

    I could put a cap over/under the waterfall, 1 in each tunnel, 2 at red spawn, 2 on the upper cliffs and 2 near blue spawn - each team would have to fight like hell to cap the points - a real attack & defend map at the same time - multiple routes to run -

    or do you think having the same map with 2 different game styles would get boring?
     
    Last edited: Oct 16, 2008
  2. Cat™

    Cat™ L1: Registered

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    I don't think it's a great idea. Since ctf_well was released I RARELY play cp_well unless it comes up in a server rotation. I guess if people are interested in playing multiple gametypes on one map then that's fair enough but I would personally prefer if a map was tailored to it's specific gametype and focuses more on balancing that aspect for better gameplay than releasing the same map multiple times for different game styles.

    PERSONALLY.
     
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  3. Nineaxis

    aa Nineaxis Quack Doctor

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    I'd have to agree with Cat, make one good map instead of two poorly balanced ones.
     
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  4. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    that's the problem I'm having

    with the pl map - battle follows a specific route. The way I designed it is that the way to the front can be taken via different routes. The battle front will go from blue to red back to blue and then a final push back to red. By planning the map this way it forces both teams to attack and defend at the same time - but you might say we already attack and defend. To be more clear, the 1st push to red puts red on defense. If Blue can push past red they start to bring the payload back to their base - this will then force red to do an all out attack on blue to keep them from getting the payload back to their base. If they fail then blue will do a final push back to red. The map is also designed that even though the battle flows along a certain path, the other parts of the map are still going to be used. The rock bridge ledges used to stop 1st blue push can then be used by snipers/soldiers to cover the final cap and vice versa. One of the main battle fronts I can see happening is the high ground - quick access for demos and soldiers - everyone else has to climb or teleport there

    - screenshots to see what I mean can be found here:

    http://forums.tf2maps.net/album.php?albumid=29

    However, if I converted the map over to a CP I can add in some caps up top thus making the battlefront 360 degrees and a very hard map to cap especially if the cap points are in no set order to cap - you could end up having mini battlegrounds all over the place.

    So this is the delema - two completely different styles
     
  5. Chilly

    Chilly L6: Sharp Member

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  6. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Dang still not approved - who do I contact?
     
  7. The Asylum

    aa The Asylum

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    lol photobucket

    Just use imageshack or imagevenue
     
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