*Thanks to Beardface for the use of his graphics!*
With inspiration from Eternal's NA-based Capture the Flag Innovation Tourney, I'm planning to organise an European Capture the Flag Tournament. This will take some time for a number of reasons: it will take some time to finalise and test rule-sets; I want to wait until the majority of disruption from the Nations' Cup 2012 has died down and - as is the purpose of this thread - I will need custom maps.
Native maps are absolutely terrible for capture the flag, mostly due to their spawns, but also due to certain other factors. As such, custom maps will be required for the tournament to run properly. These maps will have to conform to certain requirements, and be prepared for your map to be rejected if it doesn't meet these.
Map Requirements:
- Aesthetics:
- A good-looking map is a good thing, but must not come at the cost of FPS, or game-play. Avoid the maps being too cluttered - so that it overly impedes movement - or the inclusion of buggy scene-objects.
- Open/Closed Balance and Player Numbers:
- I will be attempting to keep a balance between the numbers of open and closed maps. This does not mean that the numbers must be exactly even, but I don't want there to be far more of one type than another. At the moment, my plan would be for the tournament to be with around 16-a-side, so maps should be able to handle this.
- Spawns:
- Spawns should be located near the flag, but not on top of it or in the path of any of the main attack routes. They should be out of the main fighting areas and if possible protected as well so you can get out of them but not back inside.
- Spawns should be concentrated, for instance being placed being placed in two large groups, relatively near to each flag, but following the requirements above. Ideally they should not be spread out over a large area as in Native maps.
- Flags:
- Flag locations should not be directly accessible by horsemen, cavalry should not be able to just ride up to the flag then hop off and back on and ride off. For instance, flags can be on platforms, or other horse-inaccessible areas, choke-points can be created through which cavalry might have difficulty riding.
- The flag should have some defences but it must not be open to attack through only a single choke point. Give the attackers some options as this isn't siege and the game isn't over when one flag is captured.
- Concentrate the Fighting:
- What often happens on many of the native maps is that half the team will sit around on the flag being miserable while the other half are off attacking the enemy flag. This can be somewhat countered by dividing the map up and forcing teams to fight through several choke points. These can also restrict cavalry passing through so by controlling them for your team you let your cav get through towards the enemy flag and back through when they are coming back with it. They also help stop enemy movement in that regard as well.
In order to submit a map, please fill out the following form (Other Screenshots and Flythrough are optional):
Code:
[b]Map Name:[/b]
[b]Aerial Shot:[/b]
[IMG][/IMG]
[b]Other Screenshots:[/b]
[spoiler=Screenshots][IMG][/IMG][/spoiler]
[b]Flythrough:[/b]
[b]Description:[/b]
[b]Tactical:[/b]
[b]Potential Issues:[/b]
[b]Download:[/b]
[b]Terrain Code:[/b]
[b]Outer Terrain:[/b]
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Designer: AZAN Description: This is also a larger map that has more room for cavalry play. The map is divided by an impassable river which is bridged at two places. Each castle has three entrances all of which do not allow cavalry access. Flags are at the back of each castle while spawns are above the gate. Download: http://localhostr.com/file/HOWY5ZN/scn_fortbridge.sco Terrain Code & Outer Terrain: 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b 0 0 outer_terrain_plain | ||
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Designer: AZAN Description: This is a modified version of the original map which has been redesigned for CTF gameplay. Spawns have been moved to the graveyard and the area of trees at the highest point of the map. Flags have been moved up onto the walkway area and an additional access has been added to each walkway. Glitches have been fixed and the central platform is now cut off so you can't drop down. Finally the wall area has a ladder going up to it so it has an additional access point. Download: http://localhostr.com/file/ys8XqnZ/scn_new_nord_town.sco Terrain Code & Outer Terrain: 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000030015f2b000350d4000011a4000017ee000054af 0 0 outer_terrain_plain | ||
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Designer: AZAN Description: This is a small urban map based in a snowy town with a castle. Each team spawns nearby their flag which is on a raised podium. Each flag area has good spots for archers but quite wide entrances. The centre of the map is controlled by two heavily fortified choke points each of which favours one team. Download: http://localhostr.com/file/xByNfUp/scn_northton.sco Terrain Code & Outer Terrain: 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001400389800003a4ea000058340000637a0000399b 0 0 outer_terrain_snow | ||
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Designer: AZAN Description: Another remake of the map, this moves the flags up into the towers above the gates. The controllable gate has been removed along with some ladders and a portion of the outer wall has been destroyed so that access routes are roughly equal. Each flag has one ladder access from the outside with two on the inside. Spawns have been moved to the barn and the roof of a building. Download: http://localhostr.com/file/sdH4GOa/scn_new_village.sco Terrain Code & Outer Terrain: 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000012002a0b20004992700006e54000007fe00001fd2 0 0 outer_terrain_steppe | ||
Screenshots: |