Hi, it's my first CTF map, so I need feedbacks concerning the layout. I would a simple map, not too big, so I have create the first part of the map (blue team) and want to know if the layout is good or not before make the symetry.
Hi Seb mate. Nice to see you back. Hope RL is treating you better.
The only thing i see would be to allow access to the flag from the two sides also. More options is always a good thing. What theme are you going to use? Good job mate.
I hadn't figured out you were the same person.... lol for some reason i thought i saw someone post on here as Sebastien-Nova, so i assumed 2 different people. - Don't mind my think-headedness sometimes bro, i mean well.
Awesome! i'm happy to see you working on a CTF-map, i've already downloaded this and looked at it in the editor, (before i received your PM's even) :) i think your off to a good start.
With CTF - layout is critical but also spawn placement and direction orientation are also very important. Defense points really help to direct the AI, even though some have said on other forums they are not functioning correctly i disagree.
Some things that makes CTF great IMO;
is if the map isn't excessively large - small fierce battles are the best (if the map gets too large, or improperly scaled then you feel like you spend more time jogging across it than enjoying the action. (VCTF doesn't have that issue of course)
a hard fight in to the base and a difficult but not impossible escape! (creates an element of team-work that makes CTF highly competitive and very fun)
multiple routes to and from flag with a common middle area
symmetrical bases
properly functioning AI, a good map to look at is the UT3 CTF-Citidal remake, the bots are always on a rush to the flag, - nothing is worse than camping AI in CTF.
Keep those points in mind bro.
P.S. This gives me an idea. I think i need to enlist your help with one of my projects and give you the credit for it or take joint ownership with you. I'm going to send you a PM in a few hours.
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#uck the laser pointer .. I use a stinger mini-gun .......
Also, keep in mind what 1xTrEmE as just mention, it's very important in CTF type ;)
Other basic CTF things to keep in mind :
1- Make sure you have at least 2 ways of infiltrating the base / capture the flag. 3 is recommended. 2- Place defense point in strategic places so bots are always facing the upcoming danger & also, leave some distance between them so you don't have to many bots in the same area. 3- Take good use of the translocator by placing valuable items or sniping platform in strategical areas. 4- Don't make the base to high since it's not as necessary as in DM & having to much z-axis bring more frustration than fun, specially from snipers.
EDIT
I look at it. Some suggestions :
- There is no way of grabbing the flag except by the long walkway. I suggest you open up the walls around it so players can grab it from both side. - It's always awesome when you can get the flag from a platform behind it & coming to that platform by a lift. An excellent example of this pattern is CTF-Stratus by ma favourite CTF mapper Bazzwanno. - The corridors on the higher level from both side that lead to the middle area of the map aren't flowing good because there flow are broken by the jumpad at the end. I suggest you open the corridor so it reach the middle of the map so players will have the choice of going down like it is ATM or stay on the same level & continue.
I can't really say much since there isn't anything in place & the jumpad in the middle of the map don't work.
Keep it up my couzin :)
-- Edited by stevelois on Friday 11th of December 2009 04:26:45 AM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Thx a lot Steve, I will work on that change ;) As you can see on the pic I have post earlier, I already have made the 2 others entrance of the flag room on the both sides ;)
And, it will be cool to you all to advise me on some others goods CTF maps so I can give it an eye and play its.
Is it better to put weaponlocker or spread out the weapons? Or put both?
They're not very suitable for CTF & tend to concentrate the gameplay where the actor is located. Not really recommended imho. I don't know any great map that use them.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I tried this one out, but from the looks of it. The version I played is nowhere near the same layout as the one on the screenshot. One minor thing though, the flag room is too small and would probably do good with atleast twice as big.
I figure that the first time anyone makes a new gametype it's ok to cut them some slack. If it is not perfect it is ok but mainly you are acquiring skills to make even better maps down the road. I don't think you need to completely redo the layout but if you want thats fine.
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"There is a fine line between Sanity and Insanity. Luckily I have White-Out."