Zephyr
09-15-2008, 04:16 PM
Current Version; ctp_epsilon_a2
Download link; http://forums.tf2maps.net/downloads.php?do=file&id=632
This thread is for suggestions to make ctp_epsilon a better map, I'm making the map for the community, so if anyone has any suggestions about it I'll definitely try to implement them.
*Check "Changes made for next version"
Known Issues/Suggestions;
- Favors scouts too much, they can cruise straight from intel room to the cp.
- *A little easy for engies to build up in the flag room and the cp.
- *Possibly make it so that a team must have complete control of the point in order to score.
- *Upon capturing the flag, make the point neutral/other teams and force the capturing team to recapture the point for the next flag.
- Windows in CP can lead to demo camping, (I'll probably get rid of some and make the others smaller so that a scout can't get in)
- *The point can be captured standing anywhere inside the building, including the corners, this area is a little big and could be hard to defend.
Currently Unfixable Issues (to my knowledge);
-Lack of CTF HUD (having a control point forces the use of the cp HUD)
-Ladders (Ladders don't technically exist in the TF2 game engine, so currently they're a really steep invisible staircase, making you shoot up them like crazy. Not really a problem, but can be confusing sometimes)
Changes for next version;
- A team must now have complete control over the point to score a cap, this means that to prevent a flag capture, a player on the other team could simply start taking the cp, then the team attempting to capture the flag would have to defend the point until the enemy teams capture status depletes. (since this is different from "reverting capture" it can actually take a very long time, perhaps I'll just make it so that the flag can't be capped while the enemy is currently capturing the point.)
- The cp is now returned to neutral after a flag is captured there.
- I have added "nobuild" areas to the flag area and the cp, engies can no longer build on the inside platforms by the windows, or inside the little building where the flag is.
- I've shrunk down the capture area for the control point and flag capture zone so it contains only a small square in the middle of the room.
Current questions,
Where exactly should I nobuild so engies still have a purpose, but don't completely dominate?
Should I change anything to do with the score HUD or the huge color bars on the flags? (I can't use the CTF Hud, the cp hud overrides it)
Any specific suggestions to nerf scouts on the map (I can make the windows a little to small for them and maybe block off the main middle ground path somehow)
Download link; http://forums.tf2maps.net/downloads.php?do=file&id=632
This thread is for suggestions to make ctp_epsilon a better map, I'm making the map for the community, so if anyone has any suggestions about it I'll definitely try to implement them.
*Check "Changes made for next version"
Known Issues/Suggestions;
- Favors scouts too much, they can cruise straight from intel room to the cp.
- *A little easy for engies to build up in the flag room and the cp.
- *Possibly make it so that a team must have complete control of the point in order to score.
- *Upon capturing the flag, make the point neutral/other teams and force the capturing team to recapture the point for the next flag.
- Windows in CP can lead to demo camping, (I'll probably get rid of some and make the others smaller so that a scout can't get in)
- *The point can be captured standing anywhere inside the building, including the corners, this area is a little big and could be hard to defend.
Currently Unfixable Issues (to my knowledge);
-Lack of CTF HUD (having a control point forces the use of the cp HUD)
-Ladders (Ladders don't technically exist in the TF2 game engine, so currently they're a really steep invisible staircase, making you shoot up them like crazy. Not really a problem, but can be confusing sometimes)
Changes for next version;
- A team must now have complete control over the point to score a cap, this means that to prevent a flag capture, a player on the other team could simply start taking the cp, then the team attempting to capture the flag would have to defend the point until the enemy teams capture status depletes. (since this is different from "reverting capture" it can actually take a very long time, perhaps I'll just make it so that the flag can't be capped while the enemy is currently capturing the point.)
- The cp is now returned to neutral after a flag is captured there.
- I have added "nobuild" areas to the flag area and the cp, engies can no longer build on the inside platforms by the windows, or inside the little building where the flag is.
- I've shrunk down the capture area for the control point and flag capture zone so it contains only a small square in the middle of the room.
Current questions,
Where exactly should I nobuild so engies still have a purpose, but don't completely dominate?
Should I change anything to do with the score HUD or the huge color bars on the flags? (I can't use the CTF Hud, the cp hud overrides it)
Any specific suggestions to nerf scouts on the map (I can make the windows a little to small for them and maybe block off the main middle ground path somehow)