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Forum

The perfect CTFmap?

Created 11th January 2010 @ 09:53

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Shadow Monkey!

pC*

Hey guys,
I want to know, how rhe perfect (competive) ctfmap should be..
Any ideas?

Skyride

DUCS

Well thats a difficult one. A few tips:

Higher ground is important. a flat map makes for boring play. I.e. the vents, balconys and crates in turbine. Along with the defending team coming DOWN stairs to their point.

Enough, but not too many entrances are very important. For example, most positions you defend have 3 or 4 entrances, typically 3 is the best for ctf maps. For example in turbine:

Spawn, which can be easily held as the team respawns.
The vents, which provide a sneaky route to get in while being easily defended if the team choose to do so.
Then “main” which is the easiest route to push. However a strong team can defend given an equal number of players. This is why uber/kritz advantage is very important.

Also make sure it doesn’t allow the map to stalemate easily, fastlane is a perfect example of how NOT to do this.

Hope that helps, I’m not a mapper so I’m sure some will disagree but this is entirely my perspective as a player.


Last edited by Skyride,

klu

-[MG]-
MG//

http://etf2l.org/forum/maps/topic-8276/?recent=136396

gryzor

It’s already done! ctf_openfire

Jh

Hey dats!

ctf orangex

yes

Waster

ctf_mach4 was in the mappool and had a lot of good things, but nobody was interested.

I’d say 2 important aspects to look out for are the overall scale of the map and spawn positioning relative to the intel. In terms of overall scale, you want the map to be fairly small given that there’s only going to be one spawn for each team (can’t move it about like on a 5cp) so you need to ensure people don’t have to walk for 30 seconds after every respawn to get to the action. This is a trap even Valve fell into when they initially made ctf_well by just using the stock cp map and putting briefcases at each end :s

In terms of spawn/intel positioning; you need to make sure that the spawn and intel are offset, i.e. as the attacking team you don’t have to push past the enemy spawn to get to their intel. This for me is the reason that 2fort is so horrific to play and turbine relatively decent. On 2fort the spawn positioning effectively means you need to kill the entire enemy team to get to the intel… and then kill them all again with the remnants of your team as the enemy respawn between you and the exit :< This does not make for a fun free flowing map ;) On turbine however with the intel/spawns offset it's possible to push in to the intel while having an escape route that isn't going to have enemies necessarily spawning in it.. this general set up also helps with the scale issue as the spawns are pretty much equidistant from the main central room and the team’s intel.


Last edited by Spaceboy McGhee,

Waebi

‹Con›

ctf_mach4 was in the mappool and had a lot of good things, but nobody was interested.

*remembers*

Randdalf

(0v0)

http://etf2l.org/forum/maps/topic-8424/

I assume this is to do with the contest?

It needs to be open, and with multiple chokepoints rather than just the single one before reaching the intel room (ala Turbine).

Atrophy works yes, and I’d also toss down the idea that a map with a neutral intel could work as well.


Last edited by Randdalf,

sXs

revooolt >:@

ctf_mach4 imo is the best

numlocked

(king of all rollouts)
Epsilon

turbine.

tragett

mach4 pls

ouch

ctf_mach4 imo is the best

good ol’ times

Randdalf

(0v0)

If mach4 looked like a TF2 map and not some Quake Fortress map it’d be fine.

M24_

If mach4 looked like a TF2 map and not some Quake Fortress map it’d be fine.

doesn’t matter how it looks, mach4 plays well (though not as good as turbine)


Last edited by M24_,

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