User:CTFan: Difference between revisions

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== Overview ==
== Experiments ==
Domination maps have 2 specific goals: To capture all the points or to reach 100% domination points. Domination is started with both teams owning 1 capture point, and then they go out to capture the remaining 5 capture points (there are 7 to begin with). each capture point has its own spawn points. If you do not control any capture points, you cannot spawn in the main map, and instead spawn in the jail. When 1 team captures all the capture points, the team with no capture points can capture another capture point before they die, so they can spawn again. If all the members of the team with no capture points fail to capture a point before they die, the team who owns all the capture points wins!
[[user:CTFan/Robot]]
Super Mecha Droid, I may come up with a better name in the future. My plan with this is to make a fully functioning, attacking Robot, AI and all. This may be incorporated into a custom game-type or something, where the team must defeat the robot to win. I can play around with the idea, such as making a base that must be defended before it is destroyed. One possibility is having say the BLU team control the robot, which would require some skill, and the RED team pitted against it. That might not be the best choice, because its submittable to major griefing, and of course your giving one team a freaking huge robot. Another possibility is having both teams fight against a robot of themselves. The robots could be in the same copy of the map, or a different one for each team. Things i am concerned with is the fun factor, and balancing it out so that all classes, including spy engiineer and sniper, and can be useful. maybe you can slow the robot down by sapping one of its CPU cores or something. All of this is still in the concept stage here.


The alternative to capturing all points is to reach 100% domination points. when you capture more capture points, you collect domination points faster. if you control no capture points, you don't get any domination points. when 1 team reached 100% domination, they win.
== WiP Maps ==
 
CP_Tributary--still in building stage
== How CCP maps play differently ==
CCP maps have some inherent differences that set them apart from the stock maps, which leads to challenge the player and the map authors in new ways.
 
; You have no "base"
:When playing a CCP map, you will notice that it is not only possible but common that the node you initially spawned from will be taken by the opposing team. You don't have any "bases" to work from, and you only control whatever defensive positions you manage to find/create.
 
; You must hurry
:A CCP map is a race - you must capture the opposing team's nodes faster than they capture yours.
 
; There are two chokepoints instead of one
:To excel in a CCP map you must execute strong offensive tactics to capture new nodes, while maintaining a solid defense to prevent your nodes from being recaptured; but because of the inherent one-way nature of these maps, groups of players will never be around the same location of the map at the same time.
 
; Enemies can come from any direction
:A map built with alternate routes between its nodes can become extremely simple to flank the opposing team on.
 
{{note|This is a crucial piece of information for mappers to take into account. You need to be very careful when it comes to balancing this type of map, as the gameplay is already chaotic and unstable to begin with.}}
 
== Proof of concept ==
Although nobody has yet released a finished CCP map to serve as an example, [[user:Hovis|Hovis]] has made the original POC map available [[ccp mechanics|right here]].
 
== See also ==
* [[Creating CCP maps]]
* [[ccp mechanics]]
 
[[Category:Level Design]]

Latest revision as of 21:42, 7 August 2008

Experiments

user:CTFan/Robot Super Mecha Droid, I may come up with a better name in the future. My plan with this is to make a fully functioning, attacking Robot, AI and all. This may be incorporated into a custom game-type or something, where the team must defeat the robot to win. I can play around with the idea, such as making a base that must be defended before it is destroyed. One possibility is having say the BLU team control the robot, which would require some skill, and the RED team pitted against it. That might not be the best choice, because its submittable to major griefing, and of course your giving one team a freaking huge robot. Another possibility is having both teams fight against a robot of themselves. The robots could be in the same copy of the map, or a different one for each team. Things i am concerned with is the fun factor, and balancing it out so that all classes, including spy engiineer and sniper, and can be useful. maybe you can slow the robot down by sapping one of its CPU cores or something. All of this is still in the concept stage here.

WiP Maps

CP_Tributary--still in building stage