Capture the Flag Volcanic Clear Night
This map was made bascally to demonstrate the 2-flag concept in action. It's fairly unusual, and I'm not sure how good it'll be for real use, but I think it would make for interesting play.
This map is, rather obviously, ripped from the Firestorm terrain. Even the base layouts are mostly the same, but there are a few major differences.
The first difference is the center island. There is now a capturable tower set into the island, which provides 2 VERY useful plasma turrets on the roof (reason in a moment), 2 inv stations, and 2 sentry turrets to guard the switch.
The second difference is that there are now 4 towers spaced in a square around the outside of the lava. These all have 2 inv stations, a solar panel, a few team-only forcefields, and a forcefield-bridge. The bridge is the impassible kind of field laid on the side and stretched out (see the screenshots). They slope gently upwards to the top of the center tower, which is guarded by the plasma turrets.
Each team controls 2 adjacent towers, which leads to the final, game-changing difference: EVERY tower has a flag, which is guarded by the team-only forcefields. If you can count, 2 towers per team means 2 flags per team. This changes the game drastically. Obviously, your defense is split, but so is the enemy offense. This also introduces some new tactics, like attacking one flag to draw defenders to you, and having your cappers go in covertly for the other enemy flag.
Like I said before, this map is not meant as a server base or as a really popular map, but rather to demonstrate a working concept. I think, however, that this kind of map could be immensely fun if played with a multitude of people. I also think that this concept could be better applied to other maps, making for other styles of gameplay. However, I think that balance will be hard to obtain, which was the main reason for being uncreative in base and terrain use.
Anyways, I think I've been sufficiently long-winded. Go have at and tell me what you think about this concept's (and map's) potential.
Comments
Add CommentGack - I uploaded screenshots
by Riatha on July 22, 2001 Permalink · Rating:Gack - I uploaded screenshots, but it appears they didn't load. I'll see if I can't get a few links to them up in a little while.
they have to be in jpg format
by Mccannon04 on July 23, 2001 Permalink · Rating:they have to be in jpg format
I know - Bytor mailed me
by Riatha on July 26, 2001 Permalink · Rating:I know - Bytor mailed me saying the files were somehow corrupted, and asked me to send him the files again - they should all be up soon.
It is an interesting idea,
by Star on July 27, 2001 Permalink · Rating:It is an interesting idea, but I don't think the game is ready for it. If you don't want trouble, don't go overboard like me and grab BOTH of the enemy's flags and cap them, because then you start to screw things up and you only get 100 pts for it anyway. Eventually, I got it to screw up enough so that only 1 flag per team would respawn. The objective in the middle can reak havoc if the barrels are changed to something reasonable by the team. I like that the forcefielded entrance (on entrance on the top of the objective) is passable by both teams at all times, making it very difficult to defend. I also like that the flags were moved to a more secure location inside the FFs because if they were left out on the ledge things would get TOO crazy. Obviously, this is a map for larger teams. As I said, it's a good idea but the engine doesn't want to support it.
GREAT FOR FUN !
by TerroX on July 30, 2002 Permalink · Rating:GREAT FOR FUN !
this map is cool, 4 flags is great.
this will make the shifter pack for sure, its just weird and cool