[Request]Making a tribesed map CTF playable

teh sneak
10-26-2004, 12:58 AM
Many people ask how to make a map playable for CTF multiplayer, and a few have it figured out. If anyone who knows how would be so gracious as to make a simple Word document tutorial, or enlighten the community, or point me in the direction where this has already been done ( :roller: ) That would be great

Thanks in advance for your help

Proximus
10-26-2004, 05:36 AM
well i can give u my opinion
for what that is worth

1stly if u want to make a competitive map imo it should be mirrored as much as possible
the reason being that when its played a thousand times even the tiniest imbalance will determine the outcome
if u want variety plz make 2 maps rather than stick too many features in one

2ndly
a map consists of 3 areas
2 home areas and midfield (obviously) where the home area is divided into a flagarea and a base area usually
so there should be room for offense, defense and midfield play in such a way that it is balanced (u need to test this tobe sure)
if u make a grapple map like cavern make sure there are chokepoints in mid because its very hard to stop ppl from grabbing
if u add secondary bases stop and think about what their purpose is, dont just add anything just because it looks nice

think of a football pitch and see how it lacks features
its basically a flat area with 2 goals, but still its a very interesting place to watch
now why is this? because its not the pitch that draws attention its the gameplay thats always different and interesting
so if u need a basic rule for a good map it should be that the map should suit gameplay and not vice versa
this can be achieved by 3 things :
mirroring,not adding too many features and imagination

imo most maps are pub maps in tv
mainly coz they are not mirrored
the best balanced maps are mirrored (spiridan cavern)
the worst maps are not (winterlake)

my 2 cents anyway

SmOkkin' Joe
10-26-2004, 06:00 AM
Check this guide, it works very well : http://community.vugames.com/WebX?14@207.ckWVdCpYVVy.2 @.1dd86d4c/0

SmOkkin' Joe
10-26-2004, 06:03 AM
I somewhat disagree with proximus, I think for some of it he is right but more or less its about balancing the challenge, the map doesnt need to be mirrored, but its the easiest way to balance the challenges both teams face. If one team ends up facing more of a challenge then it can be unfair, but it's up to the mapper to give them ways out of it.

Proximus
10-26-2004, 06:10 AM
this might be true in theory i have not seen this in practice in any map ever
the only way to make sure of a fair match on an unmirrored map is to swap sides at half time
try this and u will see how some maps do 2-0 0-2 (or 15-0 3-1 if 1 team is much better) giving 1 side an advantage everytime whereas if the game was decided on skill u would see same team score 2-0(ish) twice

(1 of )the best t2 map in this respect is damnation it being almost a mirror

this only goes for competition maps , a fun map u can do anything and u need rely on luck/taste alittle if ppl like it

Proximus
10-26-2004, 07:15 AM
im gonna elaborate alittle coz i think this is a fun topic :)

u can distinguish 2 types of ctf

-a static or positional type of ctf

players are assigned specific areas on the map which they attack/defend/occupy

-cluster ctf

instead of having a position players team up in groups and travel on the map together
usually theres no midfield (or its all midfield depends on how u look at it) but only offense and defense

the map plays a big part in what sort of ctf u will eventually see

if the map has NO chokepoints OR it has only 1 chokepoint it will be most likely a cluster map with the exception of maps that are so big that spawning becomes an issue for clustering (and vice versa some maps are too small to have a midfield, or are all midfield if u like)

now for the sake of argument lets consider a 3vs3 ctf game: 1 defender 1 midfield and 1 offense

basically u will have 3 positions defense offense and midfield
this however will not be the case when the map has no chokepoints (ie mid is wide open)
having too many incoming/outgoin routes will mean the midfield position will become obsolete as its almost impossible to defend in mid
gameplay will evolve to cluster; teams will cluster up in such a way u will have only offense and defense
the same situation will occur when theres only 1 chokepoint
in this case the middle is so important the best strategy is to control the middle point ie cluster in middle

so to have a positional ctfgame the nr of chokepoints is decided by the nr of mids +1
so in our 3vs3 we have 1 midfielder ie a good 3v3 map has 2 chokepoints minimum
so in 6v6 we can extrapolate u need 3 chokepoints etc
(ofc tactics can vary but im not about tactics here plz note that)

best way to ensure positional ctf is to add defendable areas like bases and assets besides chokepoints

pft does this makes sense? i hope so :)

Cinderkarst
10-26-2004, 09:11 AM
www.def-rangers.org/drclan/Cinder/Cinderkarst_Tutorial.doc

teh sneak
10-26-2004, 10:49 AM
Thanks for the replys. I wasnt so much searching for the aspect of what makes a good CTF map, but rather the technical aspects of how to do that. I'll Read those links, I think I should have it figured out from them. Thanks alot guys!

Proximus
10-26-2004, 02:38 PM
i know
but technical aspects are allover the place :)

lusion
10-26-2004, 04:08 PM
Wtf prox, Go play Arena =P

Proximus
10-26-2004, 04:53 PM
nah i rather troll around forums

teh sneak
10-26-2004, 07:45 PM
i know
but technical aspects are allover the place :)

Exactly the reason i made this thread. Theres too much good information scattered all over the place.