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Interest in CTF and custom CTF maps, TF2 needs more varity?

Created 19th April 2012 @ 11:11

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DarkSlayer

Hi, cp_toxic is beginning to reach a stableish devlopment stage and all my exams are over in 3 weeks. I want to gauge the communitys view on competitive CTF.

Do people not play CTF because the game mode is bad?, the rules are bad? or the maps are bad?

I want to devlope a competitve style CTF that addresses alot of the problem found in current CTF maps- espically the lack of competitvly made CTF maps.

But i am wary of lack of testers and unwillingness to play CTF maps in the community and how much the map wont get played/tested/givin feedback due to the fact that some teams just dont play CTF ever.

If i do decide to go ahead with a CTF i will first find out what people do and dont like about the current CTF meta and try to create a map that changes it into something people are intrested in playing.

I just feel that competitve TF2 needs some more varity and has ALOT of very similair 5cp maps- its just a trait that is inherant to the game mode that limits how dramatically diffrent and varied maps can be from each other.

Discuss :)


Last edited by DarkSlayer,

I’d personally love to play more ctf and imo the problem lies with the available maps + the ruleset.
So if u ever need testers, hit me up xo

DarkSlayer

Quoted from Pynklùùùnningen

I’d personally love to play more ctf and imo the problem lies with the available maps + the ruleset.
So if u ever need testers, hit me up xo

Ok. What is it about the rules/meta you do not like?

Do people prefer needing your flag to be home to score or?

freshmeatt

‹Con›

Counter-steals are fine.

People might be discouraged because of the whole ‘hold mid’ part. As for me, a good CTF map would have to have multiple (but not so many) easily accessible routes into the flag area, which also would have to be open – wide and high, but still possible to defend with a limited number of players on defense.

Enef

fest
#wubafan

stick a launchpad in it that launches you sideways and up, rather than just straight up! :D

My problem with CTF is that the only incentive to capping the intel is to end the game quicker, otherwise you can just cap it once and then stalemate it if you wish to. It’s a gay way to play but its the only way people are willing to play in officials, Valve tried to fix this by adding crits on cap but thats a horrible way to fix it. Maybe make it so that incremental caps open up new routes/forward respawn or closes it if you’re on the opposing team? If that’s even possible, idk how well that would work though in tf2, i guess it would be down to testing it and seeing.


Last edited by Enef,

maidu

SOLAR
9F

Remove rocket, sticky self-damage to add speed to the game, maybe it’ll be more interesting. I haven’t thought this trough, just an idea.

choiie

keso

CTF was declared broken 490 days ago, I don’t think anything has changed. Turbine works, any other working map is a turbine clone.

Source: http://etf2l.org/forum/maps/topic-14882/?recent=258660

Also your point about TF2 needing variety might be true, but that will never be achieved through developing maps that will never get any support. I say stick with improving the 5-cp gamemode, there’s a reason why 5 out of 6 maps in the regular map pool are 5 cp maps.


Last edited by choiie,

atmo

I made a thread about this a while back, have a read – http://etf2l.org/forum/general/topic-19773/

DarkSlayer

hmmm, is there no way to change the rules to instant return? could make some really fun fast CTF maps if that was so

DarkSlayer

Quoted from Enef

stick a launchpad in it that launches you sideways and up, rather than just straight up! :D

My problem with CTF is that the only incentive to capping the intel is to end the game quicker, otherwise you can just cap it once and then stalemate it if you wish to. It’s a gay way to play but its the only way people are willing to play in officials, Valve tried to fix this by adding crits on cap but thats a horrible way to fix it. Maybe make it so that incremental caps open up new routes/forward respawn or closes it if you’re on the opposing team? If that’s even possible, idk how well that would work though in tf2, i guess it would be down to testing it and seeing.

yer i was thinking of using jump pads. Im beginning to get the feeling tf2 is just inhertantly bad for competitive CTF… Mybe a new koth map?

Califax

dyn.

I’m trying to remember the name of a map i played (not in 6v6) with a neutral intell in the middle of the map which was very interresting… Worked like a Bball map, the capture zone was on the enemy’s half of the map.

Maybe something like that could be interresting for 6v6…?

yach

Üb

Why not an AD map like gravelpit?

DarkSlayer

Quoted from Califax

I’m trying to remember the name of a map i played (not in 6v6) with a neutral intell in the middle of the map which was very interresting… Worked like a Bball map, the capture zone was on the enemy’s half of the map.

Maybe something like that could be interresting for 6v6…?

Hmmm this sounds interesting, sounds like it eliminates alot of the problems posed by regular ctf rules

Monkeh

.:ne:.
.:ne:.

Quoted from yach

Why not an AD map like gravelpit?

ctf_vector you mean? ctf A/D or just A/D? Why do we not play dustbowl? (best map TF2)

ctf vector is a great map with bad last, but it’s a bit different and opens up a whole host of alternative and different strats.

Have a look at it why don’t you and maybe use the A/D meta in the ctf mode.

Standard A/D maps are difficult, (see gorge), to get right, but I like playing them, they’re super tense and reward good teamwork.

What about total mix up with A/D with a mid fight. Team that wins mid then has like 10 minutes to cap next two points or we re-set and go for mid again.

Wow my brain likes to fart…

DarkSlayer

Quoted from Monkeh

[…]

ctf_vector you mean? ctf A/D or just A/D? Why do we not play dustbowl? (best map TF2)

ctf vector is a great map with bad last, but it’s a bit different and opens up a whole host of alternative and different strats.

Have a look at it why don’t you and maybe use the A/D meta in the ctf mode.

Standard A/D maps are difficult, (see gorge), to get right, but I like playing them, they’re super tense and reward good teamwork.

What about total mix up with A/D with a mid fight. Team that wins mid then has like 10 minutes to cap next two points or we re-set and go for mid again.

Wow my brain likes to fart…

hmmm, im beginning to think any sort of game mode including intelligence/flag wont work so well for CTF due to the fact that all classes cannot gain speed in the manour you can in other CTF games (quake, tribes, tfc)>

So i guess that leaves a game mode involving CP’s in someway. Which ovistly points to koth, a/d, or 5 cp.

a/d with a mid fight sounds interesting though with restting timers. espically if they are quick


Last edited by DarkSlayer,

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