CTF-Sprinta

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CTF-Sprinta

Postby ulo » Sat Oct 11, 2014 7:39 am

Second map out was a old school and beloved map Sprinta. The focus here was to try and make it slightly more rewarding towards offence once they are in the flag room. Giving more chances of flags leaving the flag room but maybe easier to fall back on will open up for more jukes and good team play to be rewarded. Also with the small changes a pushed up defender might be more rewarding (definitely not sure if so is the case).

On to the changes made!

The first thoughts was to get rid of the back spawns as they seem to be able to happen when flag carriers are leaving the base. Making for in my mind a to easy defense. So instead of these two spawns (one on each side):
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We replaced them with two spawn which are more offensive and instead of shooting a flag carrier in the base are able to fall back on instead:
First one more high:
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And one down low:
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We also moved the top spawn towards the mid wall instead of the outer parts. Instead of looking into base they also now look towards the enemy base. This was to make it harder for a offensive player to control "both" (now there are three ofc) spawns on top when getting close to the enemy base. This could also open up for a pressed up defensive player to help immensely with cover, by controlling the mid field.

So from this view:
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To this view:
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We hope that those changes should help with it being more cap opportunities or at least more getting further from the flag stand once you grab. Also we hope that instead of fast spawning defense it will require more team work in the form of correct fall back to keep your own flag in place. This will also make it so that it require more team work to cap.

Now we want your feedback, yet again I urge everyone to be constructive.

Download link:
http://www.file-upload.net/download-965 ... 5.rar.html
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Re: CTF-Sprinta

Postby Sauron » Sat Oct 11, 2014 10:50 am

Leaving high is obliterated with this. Basically becomes a spawn trap up there. Leaving low left and low right are now your only options, and with an added low mid spawn, it will 100% require cover to use these exits. That added low mid spawn is also great for defense because they can just backshoot you running into the base. Not sure this really fixes the issues with the map - just limits the options of the FC.
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Re: CTF-Sprinta

Postby ulo » Sat Oct 11, 2014 10:54 am

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Re: CTF-Sprinta

Postby Sauron » Sat Oct 11, 2014 11:05 am

Could work. Not entirely sure how it would play out, but it is a better idea. A second low mid spawn might work out (by low mid I mean in that little corner below the overhang in mid on both sides).
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Re: CTF-Sprinta

Postby Sauron » Sat Oct 11, 2014 11:09 am

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Re: CTF-Sprinta

Postby ulo » Sat Oct 11, 2014 11:13 am

Both those spawns already exists on both teams.
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Re: CTF-Sprinta

Postby Sauron » Sat Oct 11, 2014 11:46 am

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Re: CTF-Sprinta

Postby csnafk » Sat Oct 11, 2014 12:20 pm

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Re: CTF-Sprinta

Postby Morpheus » Sat Oct 11, 2014 1:07 pm

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Re: CTF-Sprinta

Postby RickJames » Sun Oct 12, 2014 3:00 am

Happy to test anything, but as a defender I always thought it was easier to make the kill spawning in front of an fc than spawning back in base on this map. If I spawn back in base vs a good fc, I'll only get a couple chances to shoot them before they round the corner, and I'm behind the play. If I spawn low or high in front of them, it's really easy to cut them off since they have to come at me and I just have to wait.

In original form it's already a map where you see fcs make monster kills from shooting people spawning low in front of them as they run, and they still die before they get to mid from another guy dropping on them, so increasing the number of fallback spawns makes no sense to me. If anything, doing the opposite of what you've done here seems to make more sense if you want a better offense map.
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Re: CTF-Sprinta

Postby kud » Sun Oct 12, 2014 7:23 am

yeah the base spawns are important since it spawns players behind you instead of in front of you while capturing the flag. I think the problem is the spawns are positioned so far back that it's hard to get the spawn kill or even know if they spawned. as for the solution to that idk gl
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Re: CTF-Sprinta

Postby Cromaniac » Sun Oct 12, 2014 8:06 am

umm yeah, putting so many spawns in high will also make it hard to retrieve flags when they are entering mid and going high will be difficult as Sauron said.

I would be more focused on the number one most annoying spawn and that is the one above left and right entrances. You kill defense and they spawn right above and behind you. And that happens fairly often and plus because of high spawns and low left/right spawns you always need to be careful of your back when entering the base AND ONLY THEN, does that spawn that is right in front of you become super annoying. You always need to be focused on your back, and you cannot see or hear when defense spawns in front of you. I wonder what would happen if you just remove those spawns at the entrances. Having defender constantly spawn in front of you is annoying, but still better than spawning right behind you while they also might be in front :P

Otherwise spawn in beginning of a base isn't all that bad. It is good for defense if players are still entering the base but it is bad if they are leaving it. You say: "aaaaah he spawned right behind me" (when leaving the base), yeah true, but he also probably had only one chance to shot you from there. Beyond that you are good to go, though defender can just suicide ;D
gah i dont even know anymore...
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Re: CTF-Sprinta

Postby Darkside » Mon Oct 13, 2014 11:01 am

ya that base spawn can be annoying for flag carriers, but wahwah. it doesn't happen every grab.

I believe the problem with sprinta is with flag standoffs. if there could be some sort of ramp/lift added so you could get behind the flag a little easier, that might help.
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Re: CTF-Sprinta

Postby HUMPTY » Mon Oct 13, 2014 11:07 am

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Re: CTF-Sprinta

Postby pulip » Tue Oct 14, 2014 12:56 pm

I don't think this map needs any change. Should not be changed. Old map that we've played for 10 years, no need to change anything :(
I can live with the high base spawns being removed, but there is no need to add or change the other spawns.
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Re: CTF-Sprinta

Postby Sauron » Tue Oct 14, 2014 5:59 pm

What would be interesting would be to add a new low entrance to both bases. Perhaps connecting to the mid low room or something. It would be enough to help stagnant standoffs and make the map more interesting on offense.
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Re: CTF-Sprinta

Postby spydee » Tue Oct 14, 2014 8:03 pm

add lifts on the corners near each pillar on both sides of the base to help with flag standoffs
go the the narrowest entrance to the base on each side and shrink it more on the side towards the middle to provide cover for people spawning behind you
narrow that mid portion near the pad to again provide some cover
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Re: CTF-Sprinta

Postby rain » Tue Oct 14, 2014 8:24 pm

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Re: CTF-Sprinta

Postby Shotman » Sun Oct 19, 2014 5:30 pm

for the lifts the only reasonable place is to put them here
bottom floor:
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top floor:
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We would just need to move the spawns on the top a little bit towards the ramp

Or. There boots can be added that can be located in mid area. With the boots you can get from bottom to top faster.
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Re: CTF-Sprinta

Postby Sauron » Sun Oct 19, 2014 6:05 pm

Shotman the lifts should be at the back of the flag room not the front...lol
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Re: CTF-Sprinta

Postby flowX » Sat Oct 25, 2014 6:30 am

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Re: CTF-Sprinta

Postby kevinsan1ty » Sat Oct 25, 2014 1:01 pm

Fucking Kragoth
aka biz<NeO>/bizmonkey

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