Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
01-01-2009, 09:20 PM
(01-01-2009, 08:38 PM)ZargonX link Wrote: Ok, after thinking about it for a bit, I came up with what I hope will be an interesting concept. One flag inside Blue base. Red is attacking, and bringing the flag out of the base and to the checkpoint results in a win. The key part is, there are a series of control points that can be captured that will open up new routes of approach to the flag room. Basically, it's a Steel-style mechanic but with a one-flag CTF. The flag room will get progressively easier to breach as Red captures control points, so Blue needs to make sure to defend those as well. Plausible? Thoughts? Hmmm. I think the flag should be behind some kind of massive wall. Capturing points will activate more ways to the wall, making it easier to cap? Or that could just be a different game mode. (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
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ZargonX Hit em with a Splersh Posts: 1,323 Joined: Mar 2008 |
01-01-2009, 11:52 PM
(01-01-2009, 09:20 PM)Geoff link Wrote: [quote author=ZargonX link=topic=2038.msg59692#msg59692 date=1230860302] Hmmm. I think the flag should be behind some kind of massive wall. Capturing points will activate more ways to the wall, making it easier to cap? Or that could just be a different game mode. [/quote] That's sort of what I'm envisioning. I'll try and pull together a sketch to post. I mean, basically, the flag room would initially have one hallway leading to it, making it pretty easy to defend. As the attackers take points, side hallways would open up, roof access, etc. Eventually, it would be accessible from many different angles, making it far more difficult for the defenders to guard. |
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Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
01-02-2009, 12:35 AM
(01-01-2009, 11:52 PM)ZargonX link Wrote: [quote author=Geoff link=topic=2038.msg59705#msg59705 date=1230862851] Hmmm. I think the flag should be behind some kind of massive wall. Capturing points will activate more ways to the wall, making it easier to cap? Or that could just be a different game mode. [/quote] That's sort of what I'm envisioning. I'll try and pull together a sketch to post. I mean, basically, the flag room would initially have one hallway leading to it, making it pretty easy to defend. As the attackers take points, side hallways would open up, roof access, etc. Eventually, it would be accessible from many different angles, making it far more difficult for the defenders to guard. [/quote] I would be interested in working on such a map. (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
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x BRB, Posting Posts: 646 Joined: Oct 2008 |
01-02-2009, 03:34 AM
(01-01-2009, 08:38 PM)ZargonX link Wrote: Basically, it's a Steel-style mechanic but with a one-flag CTF. This sounds good. Have to make sure it's damn difficult to cap until at the first couple of CPs have been capped. |
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Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
01-02-2009, 08:41 AM
(01-02-2009, 03:34 AM)Arnies Right Bicep link Wrote: [quote author=ZargonX link=topic=2038.msg59692#msg59692 date=1230860302] This sounds good. Have to make sure it's damn difficult to cap until at the first couple of CPs have been capped. [/quote] Moat? ;D (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
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