Give it a try. I've always wanted to make a "strategic team vs. team map like this with divided territories. I think this one will work.
This is the simple verison of it but the four fortresses included in the map (two for each team) can be heavily embellished as there is much room vacant in them.
I would recommend no more than three shots on this map and probably no ricochett. I am pretty sure it's bug-free too.
Let me know how it goes if you play it or run it.
No giant gerbils (sigh), no fake walls (gasp), no tricks (aww)--just creative construction and a simple layout.
Someone run it!
A new CTF (two team) map.
- Gerbil
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A new CTF (two team) map.
- Attachments
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- Ratscape.map
- This is a map file of a two team ctf world by Gerbil.
- (8.07 KiB) Downloaded 344 times
ok, here is my 50 cents(inflation you know), I like the concept. I like the center section. I am not so much in favor of the high walls between the playing areas, and I am not a great supporter of the transporter walls.(Those dang things always annoy me when I am playing)
A ctf map that is this difficult to get from base to base, seems destined for only serious league matches.
hmmm, ok this sounds a little harsh, but I remember the cell.unm.edu map, and this does not trumpet the great Rat legend.
reload and fire again.
A ctf map that is this difficult to get from base to base, seems destined for only serious league matches.
hmmm, ok this sounds a little harsh, but I remember the cell.unm.edu map, and this does not trumpet the great Rat legend.
reload and fire again.
.........you kids, get out of my tank...........
- Gerbil
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Actually
Actually, that was my point--a map for serious league matches. This isn't a quick ffa shoot'em up and would take some work.
I did place the teleporters in a way to "short-cut" some of the terrain obstacles.
The teleporters in walls bugs me too but it's to prevent people from circumventing the map design--also the reason for the high walls.
My alternative to this is a no-jumpworld with elvated walkways and paths--easier on the graphics card but hard to play with flags.
I definetly intended this for a serious strategic battle between two teams.
Heck, I got plenty of other stuff but if I was in a real ctf match, this is the sort of world I would want a lot of the time. Think of it like soccer--scoring a point for flag capture here would really count for something.
I did place the teleporters in a way to "short-cut" some of the terrain obstacles.
The teleporters in walls bugs me too but it's to prevent people from circumventing the map design--also the reason for the high walls.
My alternative to this is a no-jumpworld with elvated walkways and paths--easier on the graphics card but hard to play with flags.
I definetly intended this for a serious strategic battle between two teams.
Heck, I got plenty of other stuff but if I was in a real ctf match, this is the sort of world I would want a lot of the time. Think of it like soccer--scoring a point for flag capture here would really count for something.
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LMAO!!!Spaceman Spiff wrote:Uhhhhhhhhh...... wow. LoL. I wouldn't suggest that this map be run with more than three shots.. and no superflags (or at least only the weak superflags). I'd hate to think what L or SW would do in this map.
Otherwise... I like it.
wow, your right...i didnt think of that!!