- Dec 7, 2007
- 48
- 2
Hello, I am Marnamai.
I am trying to create a CP/TFC hybrid map for TF2 (duh )
But I want to discuss some points with you first first.
What makes a map playable & enjoyable for all classes?
* Engineers need a few good sentry spots is what I hear a lot, but what defines a "good" spot?
* Soldiers are better when they can attack from above => gives them an advantage with the splash damage.
* Spy's need places they can hide to cloak/uncloak/change disguise ect.
* Snipers need a open area so they can cover a long range. But other classes need cover from the sniper. Mostly the other team has an equal spot to countersnipe.
Or a secondary route that is safer but takes a longer time to travel trough would be a good alternative.
* All "explosive" classes (demo, soldier) and scouts have the ability to get on secondary routes they can reach with (nade/rocket/double) jumping.
Please add as many to these or correct my statements.
Other questions
* What exactly are chokepoints and how do they influence gameplay?
* Personally I think having more then one route to the intel/flag is the best.
But too many on the otherhand make it too hard, if not impossible, to defend the intel. How can I assure a good ballance?
CP/TFC questions
* I want to have one or more control points, once a team has captured the points, a gate to the enemy's intel opens. Once they cap the intel they score a point.
Is it possible to create such a gameplay mode?
I tried messing around with the entities but most of my attempts ended up in TF2 crashing :/
sorry for my spelling ...
I am trying to create a CP/TFC hybrid map for TF2 (duh )
But I want to discuss some points with you first first.
What makes a map playable & enjoyable for all classes?
* Engineers need a few good sentry spots is what I hear a lot, but what defines a "good" spot?
* Soldiers are better when they can attack from above => gives them an advantage with the splash damage.
* Spy's need places they can hide to cloak/uncloak/change disguise ect.
* Snipers need a open area so they can cover a long range. But other classes need cover from the sniper. Mostly the other team has an equal spot to countersnipe.
Or a secondary route that is safer but takes a longer time to travel trough would be a good alternative.
* All "explosive" classes (demo, soldier) and scouts have the ability to get on secondary routes they can reach with (nade/rocket/double) jumping.
Please add as many to these or correct my statements.
Other questions
* What exactly are chokepoints and how do they influence gameplay?
* Personally I think having more then one route to the intel/flag is the best.
But too many on the otherhand make it too hard, if not impossible, to defend the intel. How can I assure a good ballance?
CP/TFC questions
* I want to have one or more control points, once a team has captured the points, a gate to the enemy's intel opens. Once they cap the intel they score a point.
Is it possible to create such a gameplay mode?
I tried messing around with the entities but most of my attempts ended up in TF2 crashing :/
sorry for my spelling ...