Capture the Flag Tournament - Map Request

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Alex_C

Baron
Old Guard
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MapRequest.png



*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]



SubmittedMaps.png



FortBridgeText.png
FortBridgeOverview.jpg
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
Screenshots:

72B8BFB86F509E950723B503E7300F394E25A83A

3FB0CF34089117D988B6262FF1175582604166E0

9C09D152584F8EC374DCEC70B47C8D1569A1B475

B4A1B7A5B7CEA7BE2E707BCC91D935383F6C6496
wvTEh.png



NewNordTownText.png
NewNordTownOverview.jpg
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
Screenshots:

74E81673C17E9B6D613DAC21D4FE6E261A1E3832

C1BB66932A0788AD18676C3C25EDC8421EE331A5

0412B7B1E64D91746246969F09E58D2C75CCDCAB

8725D3C3208F5523C66E0F20BB2A68DC8C4D73ED



NorthtonText.png
NorthtonOverview.jpg
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
Screenshots:

7564CE61B68588604B1B086CADE547C09270027B

D04DB08B548AE397E430BC3249F5C19AA44A76E0

912D7359C99FE90E7FB5F21A37A897B94E94091B

915AA8F852091A041BE7E25C06A8F27885D1543D



NewVillageText.png
NewVillageOverview.jpg
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:

63ECEDDC090893FFA686441382CB275EE7118BD8

5824ECFAF7ECBDCCA5151D4774B5A8386BF03C39

81D23B4928BC3CACA2E13F33FBDA274D616988CF
 
I could possibly be interested in doing one. A few questions though:

1) is there a deadline?

2)
◦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.
Do you mean, each side should have two groups of spawns (as in, a defensive spawn and an attacking spawn) or did you mean, each side gets his own spawn near his own flag?
 
laurelinlouis said:
I could possibly be interested in doing one. A few questions though:

Good luck, looking forward to a submission.

laurelinlouis said:
1) is there a deadline?

No deadline as such, it'll probably end once I've got enough maps submitted to be able to run the tournament.

laurelinlouis said:
2)
◦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.
Do you mean, each side should have two groups of spawns (as in, a defensive spawn and an attacking spawn) or did you mean, each side gets his own spawn near his own flag?

As in, there could be two spawn 'clumps' on the map. One relatively near to one flag, and one relatively near to another.

They also have to follow, "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."
 
Not entirely clear on the exact spawning rules, but I know for a fact that there is a radius around the battle spawns (entry points 0 and 32) in which any other spawn points will only spawn players for that team. Not sure entirely what the radius is as the comments in code says 70m but I am 99% positive this isn't the case, I think it is closer to 25m.

So you really want to have the other entry points for spawning close to the battle spawns or spawn locations will be unpredictable.
 
So you're saying clumps should at least be kept 25meters from each other, right.

--edit--

oh also, Lord Rich, can you confirm what are they exact ctf entrypoints? ive been quickly searching around and there seems to a general confusion.
 
Had I had any map-making experience I'd jump onto this. I hope some map-makers do, though, it is very needed. Capture the flag can be great fun but the maps just aren't meant for it.

Hope to see the tournament up soon. (Any chance NA members can join, with the knowledge that they have to play on EU servers? I'm sure I'll know more when you announce it.)
 
Rurin said:
Hope to see the tournament up soon. (Any chance NA members can join, with the knowledge that they have to play on EU servers? I'm sure I'll know more when you announce it.)

That's the plan. As I said, it'll take a while, since at the very least I'll be waiting for the NC to start finishing off before starting.
 
laurelinlouis said:
So you're saying clumps should at least be kept 25meters from each other, right.

--edit--

oh also, Lord Rich, can you confirm what are they exact ctf entrypoints? ive been quickly searching around and there seems to a general confusion.

Entrypoint 0  =  Team 0 Spawn Area (this is a spawn point as well)
Entrypoint 32 = Team 1 Spawn Area (this is a spawn point as well)

Entrypoints 0 - 63 = Spawn Points, the number doesn't matter, just make sure they are close by the spawn area one and they will be used for that team. Also, ensure you place all of these, I believe if you do not they will be randomly placed when the map loads and as such might end up anywhere.

EntryPoint 64 = Team 0 Flag Location
Entrypoint 65 = Team 1 Flag Location

Other entrypoint numbers for controlling ladders are as normal.

 
CIT has custom maps but no one plays on them. Its sad because me and Azan, specially him, had a lot of work to make those maps well balanced and competitive.
 
captain lust said:
Good news. Hopefully I can get a submission in for this although... why "Double Team"?

Plan is to have large 16 v.s. 16 CTF (possibly that will go down to like 14 v.s. 14 or 12 v.s. 12 even). Because most clans can't regularly manage to field that, each team would be made up of two clans, each contributing probably up to 10-12 players to the roster. I was also considering having it that if a clan is in the ENL it could only partner with a clan not in its division (so you can't have IG+RNGD or something).

Maynd said:
CIT has custom maps but no one plays on them. Its sad because me and Azan, specially him, had a lot of work to make those maps well balanced and competitive.

So submit them.  :razz:
 
One more thing: maps do not necessarily have to be 'new'. Edited versions of Native maps are permitted so long as they fit all the guidelines in the OP.
 
Double post.  :mad:

Added four submissions by AZAN to the OP.

###EDIT###

On another note:

Fortbridge as an open map kinda shows what I think is the best way for 'open' maps to be built in Capture the Flag; the majority of the map is open, but there are tactical choke-points, and the flags are not just in the middle of the map without defences. Hopefully if open maps can be done right, there won't be any need for any anti-cav rules.
 
Best use this terrain code for Northton: 0x00000001400389800003a4ea000058340000637a0000399b

It'll get rid of the radioactive snow.

Other than that, the maps look cool and I'd be really interested to see them put them to the test in a match environment.
 
I'm planning on starting this soon-ish, but that depends entirely on these maps.

One more should be being added soon, and I know a few people were planning on submitting, so I'd be grateful for that.

 
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