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Competitive CTF concept - thoughts?
31
#31
5 Frags +

Make secret passageways.

Make secret passageways.
32
#32
10 Frags +

Please don't make secret passageways.

Please don't make secret passageways.
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#33
0 Frags +

What about if the CTF portion was secondary to the main goal? Let's say on cp_standin, you have the 3 points. Once all points are in possession of teams, a Neutral flag becomes available at a fourth point, and a team can deliver that intel to any point to either instantly cap it (if not in control), or lock a point for 2 minutes or they lose control of the other two points (if they own it).

What about if the CTF portion was secondary to the main goal? Let's say on cp_standin, you have the 3 points. Once all points are in possession of teams, a Neutral flag becomes available at a fourth point, and a team can deliver that intel to any point to either instantly cap it (if not in control), or lock a point for 2 minutes or they lose control of the other two points (if they own it).
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#34
3 Frags +

destructible walls pls.

destructible walls pls.
35
#35
4 Frags +

You could take a lot of 5CPs and turn them into CTF with 2nd points being the bases.

Spire to spire would be cool, with some reworking of the map.
Process would be awesome.

One could start with the maps as they are and then just keep reworking them until the map seems to flow right. The maps with some sort of highground 2nd would work best IMO, as it would be hard to camp with a sentry (the thing that made turbine suck most).

You could take a lot of 5CPs and turn them into CTF with 2nd points being the bases.

Spire to spire would be cool, with some reworking of the map.
Process would be awesome.

One could start with the maps as they are and then just keep reworking them until the map seems to flow right. The maps with some sort of highground 2nd would work best IMO, as it would be hard to camp with a sentry (the thing that made turbine suck most).
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#36
0 Frags +

It still lacks a movement gimmick. Which is fixable by just enabling bhopping for these weeks. But i doubt that will happen.

It still lacks a movement gimmick. Which is fixable by just enabling bhopping for these weeks. But i doubt that will happen.
37
#37
2 Frags +

Enabling bunny hopping is not a solution for the lack of a movement gimmick when the game was made with different classes that mostly all have different movement speeds. It's not like Quake where the only differences in player models are the skins. Heavies would end up being 300 HP scouts and pyros moving at 300%+ speed would overall be obnoxious.

Enabling bunny hopping is not a solution for the lack of a movement gimmick when the game was made with different classes that mostly all have different movement speeds. It's not like Quake where the only differences in player models are the skins. Heavies would end up being 300 HP scouts and pyros moving at 300%+ speed would overall be obnoxious.
38
#38
0 Frags +
kirbyEnabling bunny hopping is not a solution for the lack of a movement gimmick when the game was made with different classes that mostly all have different movement speeds. It's not like Quake where the only differences in player models are the skins. Heavies would end up being 300 HP scouts and pyros moving at 300%+ speed would overall be obnoxious.

So really, there isn't a way to fix it in any instance. Unless you capped different classes' move speeds independently.

[quote=kirby]Enabling bunny hopping is not a solution for the lack of a movement gimmick when the game was made with different classes that mostly all have different movement speeds. It's not like Quake where the only differences in player models are the skins. Heavies would end up being 300 HP scouts and pyros moving at 300%+ speed would overall be obnoxious.[/quote]
So really, there isn't a way to fix it in any instance. Unless you capped different classes' move speeds independently.
39
#39
0 Frags +

I'm pretty tired, so if some of this doesn't make sense then I'm sorry. I'll read it over when I wake up and fix anything if necessary.

DrPloxo So really, there isn't a way to fix it in any instance. Unless you capped different classes' move speeds independently.

If I'm understanding what you're saying correctly, you mean to make, say the scout only gain X% of speed while another class like the heavy receives Y% of speed, whereas Y would clearly be a different value?

Could work, sure, but that would then make some classes useless as you wouldn't see a heavy getting that much of a speed increase since the class would again turn into a speed tank, even with something small like a 10% increase. And a heavy won't be able to do anything against players who can consistently bunny hop on a class with normal default speed and a good increase in speed while bunny hopping.

Ultimately the heavy and engineer would have to be left unplayed (heavy would be imbalanced either way for a bunny hop CTF mode and engineer would be banned), which is fine with me. So if there's a way to make this work for every other class, then I'd be all for it. We just couldn't have all classes allowed to go the same speed while bunny hopping, or there will be game breaking changes because of it. Sniper would probably need a no scope damage buff as there's no way someone is going to consistently get headshots on targets moving 3x their normal speed. Go ahead and think I'm wrong, but I'm confident in saying I'm not.

But the big picture here is this all requires stuff we don't have. Those things being a bunny hop plugin that works (I know there are working plugins, but I mean works in a way we would need it to so that bunny hop CTF would be fair and balanced. Though some of this requires more than just a bhop plugin), class bans, maps built for this, etc.

If anyone or a group of people ever gathered enough interest and will to make these things so that this could happen, then we probably wouldn't see it until around s15, maybe s16 at the latest. But let's face it, we're talking about ESEA and the fact that we have people would probably feel better off not wasting their time building something that is more than likely deemed to fail in the end.

As much as I would love to try CTF, the way the game works now doesn't allow it to work properly and any given alternative right now isn't built to work properly without major changes that probably wouldn't happen.

[b]I'm pretty tired, so if some of this doesn't make sense then I'm sorry. I'll read it over when I wake up and fix anything if necessary.[/b]

[quote=DrPloxo] So really, there isn't a way to fix it in any instance. Unless you capped different classes' move speeds independently.[/quote]

If I'm understanding what you're saying correctly, you mean to make, say the scout only gain X% of speed while another class like the heavy receives Y% of speed, whereas Y would clearly be a different value?

Could work, sure, but that would then make some classes useless as you wouldn't see a heavy getting that much of a speed increase since the class would again turn into a speed tank, even with something small like a 10% increase. And a heavy won't be able to do anything against players who can consistently bunny hop on a class with normal default speed and a good increase in speed while bunny hopping.

Ultimately the heavy and engineer would have to be left unplayed (heavy would be imbalanced either way for a bunny hop CTF mode and engineer would be banned), which is fine with me. So if there's a way to make this work for every other class, then I'd be all for it. We just couldn't have all classes allowed to go the same speed while bunny hopping, or there will be game breaking changes because of it. Sniper would probably need a no scope damage buff as there's no way someone is going to consistently get headshots on targets moving 3x their normal speed. Go ahead and think I'm wrong, but I'm confident in saying I'm not.

But the big picture here is this all requires stuff we don't have. Those things being a bunny hop plugin that works (I know there are working plugins, but I mean works in a way we would need it to so that bunny hop CTF would be fair and balanced. Though some of this requires more than just a bhop plugin), class bans, maps built for this, etc.

If anyone or a group of people ever gathered enough interest and will to make these things so that this could happen, then we probably wouldn't see it until around s15, maybe s16 at the latest. But let's face it, we're talking about ESEA and the fact that we have people would probably feel better off not wasting their time building something that is more than likely deemed to fail in the end.

As much as I would love to try CTF, the way the game works now doesn't allow it to work properly and any given alternative right now isn't built to work properly without major changes that probably wouldn't happen.
40
#40
1 Frags +
DrPloxokirbyEnabling bunny hopping is not a solution for the lack of a movement gimmick when the game was made with different classes that mostly all have different movement speeds. It's not like Quake where the only differences in player models are the skins. Heavies would end up being 300 HP scouts and pyros moving at 300%+ speed would overall be obnoxious.So really, there isn't a way to fix it in any instance. Unless you capped different classes' move speeds independently.

haha good point, OR you can use those new explosive jumping techniques, i heard those were pretty neat...there doesn't need to be a special way to move when you can already use gunboats.

EDIT: and as for all of the people wanting to introduce 3rd party plugins, i doubt esea would approve of adding a bhop mod in the first place.

EDIT#2: ctf would work, the problem is that people make maps like turbine for ctf and feel like that's the only way to do it, if you want fast ctf maps then you need to make things like what wareya has up there, something that is open and allows for demo jumping and soldier jumping, putting tiny little doors and short ceilings in the cap room allows for almost nothing in the way of explosive jumping away to cap...personally i liked the idea of a neutral flag but idk what would be best.

[quote=DrPloxo][quote=kirby]Enabling bunny hopping is not a solution for the lack of a movement gimmick when the game was made with different classes that mostly all have different movement speeds. It's not like Quake where the only differences in player models are the skins. Heavies would end up being 300 HP scouts and pyros moving at 300%+ speed would overall be obnoxious.[/quote]
So really, there isn't a way to fix it in any instance. Unless you capped different classes' move speeds independently.[/quote]
haha good point, OR you can use those new explosive jumping techniques, i heard those were pretty neat...there doesn't need to be a special way to move when you can already use gunboats.

EDIT: and as for all of the people wanting to introduce 3rd party plugins, i doubt esea would approve of adding a bhop mod in the first place.

EDIT#2: ctf would work, the problem is that people make maps like turbine for ctf and feel like that's the only way to do it, if you want fast ctf maps then you need to make things like what wareya has up there, something that is open and allows for demo jumping and soldier jumping, putting tiny little doors and short ceilings in the cap room allows for almost nothing in the way of explosive jumping away to cap...personally i liked the idea of a neutral flag but idk what would be best.
41
#41
0 Frags +
kirbyLarge snip

Yes, basically, you could cap heavy at something like scout's speed. Thankfully while Bhopping a heavy can't rev the minigun, so they'd basically be a fat scout using just the shotgun and fists. All classes would have to be capped because something like a pyro or a spy running at 999% speed is going to be more of a hassle than anything else.
Banning Engie isn't completely necessary, just creating areas near the cap that it can't build might do enough. It would also interfere with the movement gimmick allowing for some sort of defense. But yeah, it's not happening because of all the consolations you'd have to make just to have it be fun.

[quote=kirby]Large snip[/quote]
Yes, basically, you could cap heavy at something like scout's speed. Thankfully while Bhopping a heavy can't rev the minigun, so they'd basically be a fat scout using just the shotgun and fists. All classes would have to be capped because something like a pyro or a spy running at 999% speed is going to be more of a hassle than anything else.
Banning Engie isn't completely necessary, just creating areas near the cap that it can't build might do enough. It would also interfere with the movement gimmick allowing for some sort of defense. But yeah, it's not happening because of all the consolations you'd have to make just to have it be fun.
42
#42
0 Frags +

Areas near the cap where you can't build is a stupid bandage solution to bad geometry/layout problems.
http://forums.tf2maps.net/showthread.php?t=12253

Areas near the cap where you can't build is a stupid bandage solution to bad geometry/layout problems.
http://forums.tf2maps.net/showthread.php?t=12253
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#43
0 Frags +
wareyaAreas near the cap where you can't build is a stupid bandage solution to bad geometry/layout problems.
http://forums.tf2maps.net/showthread.php?t=12253

I meant more of a rugged territory kind of thing. Where they couldn't build because the ground was never level.

[quote=wareya]Areas near the cap where you can't build is a stupid bandage solution to bad geometry/layout problems.
http://forums.tf2maps.net/showthread.php?t=12253[/quote]
I meant more of a rugged territory kind of thing. Where they couldn't build because the ground was never level.
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#44
0 Frags +

you can build on any slope that's roughly 2:1 or shallower, even if you only find a high spot or a good enough trench you can build in it
ground rugged enough to impair sentry building ability would be unbearable for normal play

you can build on any slope that's roughly 2:1 or shallower, even if you only find a high spot or a good enough trench you can build in it
ground rugged enough to impair sentry building ability would be unbearable for normal play
45
#45
0 Frags +

(sorry for the double post but I meant to respond to this earlier)

SneakyPolarBearYou could take a lot of 5CPs and turn them into CTF with 2nd points being the bases.

I still really really want to see someone pick this idea up as a small project. I'd do it but I don't trust myself with 5CP maps in hammer, rofl

(sorry for the double post but I meant to respond to this earlier)
[quote=SneakyPolarBear]You could take a lot of 5CPs and turn them into CTF with 2nd points being the bases.[/quote] I still really really want to see someone pick this idea up as a small project. I'd do it but I don't trust myself with 5CP maps in hammer, rofl
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#46
-1 Frags +

A map was created like this called ctf_converge_b3 where you the intel could be picked up at mid after a delay and would have to be capped next to the enemy's spawn room; played like 5cp in some ways but with the CTF gamemode

http://tf2.wireplay.co.uk/9v9/downloadmap.php?mid=49

I believe it was played in highlander a couple of times in the wireplay league.

A map was created like this called ctf_converge_b3 where you the intel could be picked up at mid after a delay and would have to be capped next to the enemy's spawn room; played like 5cp in some ways but with the CTF gamemode

http://tf2.wireplay.co.uk/9v9/downloadmap.php?mid=49

I believe it was played in highlander a couple of times in the wireplay league.
47
#47
0 Frags +

Just make a full class sized bball court. Multiple capture zones. The 1v1 mod of bball is fast paced so creating a somewhat bigger model to adapt 6v6 should flow nicely with some tweaking here and there.

Just make a full class sized bball court. Multiple capture zones. The 1v1 mod of bball is fast paced so creating a somewhat bigger model to adapt 6v6 should flow nicely with some tweaking here and there.
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