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Forum

Make Gravelpit Into a 5-point map

Created 29th December 2008 @ 11:50

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JimmyBreeze

k^m

cp_pro_gravelpit , obviously

F2

Danmark

Good idea. Call it something else though, something that doesn’t contain a ‘y’ and/or ‘bad’.

Renegade

Imperial

f2 you are crazy

SfynX

T2P

i guess it would greatly expand the amount of time taken to complete the map by around 2/3 of the time it takes to cap anyway, some things will have to be considered:

Cap times stay the same or shorter? or longer?
the use of different locations to place the 2 new caps or move the already existing caps in a certain formation?
New Spawn points?
would you have to cap all 5 or do you cap in a pattern to reveal a new way to cap last quickly or something?

Thats all i can think of now, but im very much into a new gravel i mean its a good map but obviously not always used to full as you said frag

Inexistence

Üb

Just to confirm, are you guys talking about having point C, then that to point A, then to point B, then to A again, then to C, all in a straight line?

Fragga

FRAGGA`s
RIP

If the enemy have 4 points under their control, you’ll need to cap back in this order:

Point 2 aka (cap point A)
(this would start the game already under your teams control like spire on badlands)
Point 3 aka (cap point B)
(this would start as the neutral white cap)
Point 4 aka (cap point A)
(this would start the game already under the enemy teams control like spire on badlands)
Point 5 aka (cap point C)

attacking 2 or 4 (cap point A) would be accessble through (C) but (C) would be the final cap for both teams

so yes basically the same as the other cp maps

Renegade

Imperial

cabac

Inexistence

Üb

Well I was thinking, rather than making the map bigger, increasing compile times and making it so you need routes between all the points and to redesign a lot of the map, why not just keep it as it is but change the capping mechanism?

Keep all 3 points, but have it function as a 5-point map.

Okay, so start off going to cap B. The loser of that must then defend A. If they lose that, they get pushed back to C. If they lose C, they lose. But if they recap A, then they must attack B. If they cap B, then they need to RE-cap A. Then they need to cap C. It features a lot of running around and it’ll be confusing the first time or two you play it, but I think it’d overall be easier.

If you don’t understand, I’ll try and make more examples.

Fragga

FRAGGA`s
RIP

Because mirroring the map puts both teams on the exact same footing and its much easier for the mapmaker who doesnt need to worry about any extensive redesign, plus the five-point maps are tried and tested and work well in competitive gameplay (ie,. bad, grana, well, fast and labor)

Inexistence

Üb

I’d say it’s much harder for the mapper if he’s going to be mirroring it, as he’s going to have to piece together the exit on the opposite side of B, and on the opposite side of A. He’ll copy the other point to have the entrance, but to stick those together and make it look nice will be VERY difficult.

In my way, it functions just like a 5-point CP, well, in a way, and it requires no map redesign whatsoever apart from spawns, which’d have to be put in anyway. The only thing my way needs is a little editing of the scoring mechanics.

Renegade

Imperial

http://img399.imageshack.us/my.php?image=gravellandys1.png

This is my idea!

Basically both teams have a basic spawn point which will be used when they own their 1st and 2nd. Once they have captured 3rd they get an ahead spawn, similar to the area that attack spawns into that leads straight onto the middle. The 1st spawn will lead to both middle and 2nd (as you would get from c to a or b on gravelpit). When you get to the area before 3, from 1, there is a drop down (like the current one), with no ramp up/down. You can get up but you cant get a medic or scout up. It will require a rocket/ sticky jump, which means you can send players straight up to the spawn, but they cannot be accompanied by a medic or scouts. This is not something that any current maps have, and adds what all different maps need: differences.

Once 4th is captured you spawn at the forward spawn belonging to the enemy team, so that you are even closer to the 4th and 5th points.

Hope people understand. :)

Fragga

FRAGGA`s
RIP

thats it renegade, perfect

Renegade

Imperial

Simply from thinking, if people can go from spawn to middle in about 10 seconds, middle wouldnt revolve around ubers one bit. It would probably all be over way before then.

Fragga

FRAGGA`s
RIP

Yeah taking middle at the start of the round would be done without uber (unless your team takes too long and lets the enemy medic get charge), but attacking final would be exactly the same as it is currently.

F2

Danmark

I like your idea, Inexistence. The main problem is that the map isn’t symmetrical, so how would the middle (B) be played out? Like, in the beginning of a round the two teams should spawn far apart from each other and approach the middle at the same time. It’s hard to do in a fair way without doing some redesigning. It’s important that it isn’t an advantage to play either BLU or RED – therefore the middle must be symmetric and teams must come to the middle at the same time in the beginning of a new round.

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