What makes a good 5-CP?

Discussion in 'Team Fortress 2 Talk' started by Peligrino, Jul 20, 2010.

  1. Peligrino

    Peligrino L1: Registered

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    Before I move forward into designing my own 5-CP map, I'd like to see what the community's reaction is towards 5CP maps.
    What are your favorite 5CP maps and why?
    Which ones do you dislike and why?
    Why would someone choose to play 5CP and why would someone not?

    Basically, what makes a good 5CP map and what has Valve already done thats fun!

    Looking forward to the discussion!:p
     
  2. Waif

    Waif L7: Fancy Member

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    May want to check out the threads in tutorial section, this one by Jimmy is quite a good read.
    Jimmy is studying 5CP Maps!
    Good luck :)
     
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  3. Peligrino

    Peligrino L1: Registered

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    Seen that article, read it all, very good. It discusses well how to balance a 5CP map, but my thread is a bit different. I don't talk about the balancing so much and rather what makes these maps fun to play, or not, for example I feel like theres too much walking around, and could fix this with moving spawn points, etc.
     
  4. Prestige

    aa Prestige im not gay anymore

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    2.5/3 routes to/from each point. generally the points are on the high ground. must be balanced for both teams at each point (not too hard to push in, not too hard to push out). hopefully, no sentry spots that aren't too hard to take out.

    mid should take the longest to cap, last taking <5 seconds, and 2nd's cap time being somewhere in between that.

    ^what makes a good 5CP.
     
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  5. Okrag

    aa Okrag Wall Staples

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    Interesting play areas with height variation and features to take advantage of all the abilities of each class(rocket jumps, snipable areas, scout jumps)
     
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  6. Peligrino

    Peligrino L1: Registered

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    Thanks for all your comments! Now why would someone play 5CP over any other gameode like KOTH or Attack and Defend?
     
  7. Jimmy

    Jimmy L7: Fancy Member

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    Because 5CP includes what's great about TF2: Fast, constantly changing gameplay. In 5CP the points are constantly changing and your role constantly changes along with them. This also gives people incentives to say, switch to more offensive classes on the initial push to mid, or defensive classes to protect 2nd if you lose the fight. It gives each class a level playing feild, and with the well designed maps that we have (all 5CP except Fastlane) It is a popular gamemode in Pubs and comp.

    Quick recap:

    Fast, constantly changing gameplay
    Attacking/ Defending different points constantly
    well balanced maps which augment all classes strengths
     
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