- Feb 28, 2013
- 78
- 91
Precision
This map is an experimental redesign of ctf
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How it works:
Like inverse ctf you take the intel to the enemy base
The intel can be taken to either the enemy base or to the middle point
Ownership of the middle point makes the intel spawn at mid instead of at your base
Ownership of the middle point makes your team spawn further forward
The team not in ownership of the middle point can capture at either mid or the enemy base
The winning team is the first to reach three total captures
If neither team reaches three captures by the end of 10 minutes whichever team owns mid wins
If neither team reaches three captures by the end of 10 minutes and neither team owns mid the round will stalemate (really hard to do)
Play a round and it will make sense
-----------------------------
The idea behind it is that owning the middle point is never a direct advantage over the other team, and when one team owns mid both teams have to make decisions regarding defense and offense. The team at mid has a capture advantage because they're close, but also need to defend two areas. The team without mid can capture two areas that can't both realistically be defended, but face a much greater risk of being pushed into when they're out attacking. Mid is highly flankable, making it hard to defend, so holding the area by the end of the round is worth a win.
Notes:
This map is meant to test the viability of the gamemode and may not be very good as an actual map. If that's the case another map will be designed for it.
The map is relatively small and doesn't have a lot of open areas, so it will probably play best with less than 20 people.
Whenever the intel is captured a global func_flagrespawn is triggered to avoid a bug with flag enabling/disabling.
This map is an experimental redesign of ctf
-----------------------------
How it works:
Like inverse ctf you take the intel to the enemy base
The intel can be taken to either the enemy base or to the middle point
Ownership of the middle point makes the intel spawn at mid instead of at your base
Ownership of the middle point makes your team spawn further forward
The team not in ownership of the middle point can capture at either mid or the enemy base
The winning team is the first to reach three total captures
If neither team reaches three captures by the end of 10 minutes whichever team owns mid wins
If neither team reaches three captures by the end of 10 minutes and neither team owns mid the round will stalemate (really hard to do)
Play a round and it will make sense
-----------------------------
The idea behind it is that owning the middle point is never a direct advantage over the other team, and when one team owns mid both teams have to make decisions regarding defense and offense. The team at mid has a capture advantage because they're close, but also need to defend two areas. The team without mid can capture two areas that can't both realistically be defended, but face a much greater risk of being pushed into when they're out attacking. Mid is highly flankable, making it hard to defend, so holding the area by the end of the round is worth a win.
Notes:
This map is meant to test the viability of the gamemode and may not be very good as an actual map. If that's the case another map will be designed for it.
The map is relatively small and doesn't have a lot of open areas, so it will probably play best with less than 20 people.
Whenever the intel is captured a global func_flagrespawn is triggered to avoid a bug with flag enabling/disabling.
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