CTF-Bollwerk1∞

CTF-Bollwerk1∞

Postby kud » Thu Mar 06, 2014 9:12 am



I'm happy with the base. I'm happy with the spoke room. I'm taking suggestions for a couple things in mid.
1. How to get up high from low mid. I'm pretty sure that's a good thing, and I have ideas about what could work, but I'd rather see some other suggestions first.
2. High mid flow from the base exits. I was mainly trying to decide between a fast base-to-base jump pad, fast side-to-side jump pad, or both. Or something different. The point is, there should be more choices than simply dropping low mid.
Last edited by kud on Fri Mar 14, 2014 10:30 pm, edited 7 times in total.
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby ravje » Thu Mar 06, 2014 12:44 pm

http://www.sendspace.com/file/ufe6a0

for people that dont have the texture file
ImageImage
User avatar
ravje
 
Posts: 152
Joined: Sun Sep 23, 2012 8:27 pm

Re: CTF-Bollwerk1∞

Postby kud » Thu Mar 06, 2014 12:58 pm

thanks rav.
btw this is the spot I'm talking about. leaning away from base-to-base bouncers. still think the side-to-side path needs something. maybe a bouncer. maybe a footpath. not sure yet.

Last edited by kud on Sat Mar 08, 2014 12:03 pm, edited 1 time in total.
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Thu Mar 06, 2014 1:52 pm


that's my thinking now
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby Sauron » Thu Mar 06, 2014 2:07 pm

It isn't necessarily beneficial to give such easy access from low to high. Makes no benefit for offense to take high routes if that is the case.
Image
User avatar
Sauron
Angus Gump
 
Posts: 1169
Joined: Fri Jun 01, 2012 11:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Thu Mar 06, 2014 2:23 pm

imo getting from low to high helps the offense more while attacking than the defense while defending.

edit: those bouncers kill velocity, so it's a very easy chokepoint to cover
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Sat Mar 08, 2014 12:01 am

i updated the op with a version that I think is good enough to try
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby RickJames » Sat Mar 08, 2014 1:13 pm

Just some thoughts from single player:

This is an obvious and easy defense position:
Image
For those who haven't seen the map, there are lava pits to the left and right of that one staircase leading to the flag. So as a defender, every attacker coming towards you is in plain view for a while before they get to the flag platform.

Attacker pov:
Image
That one staircase leading to the platform, with defenders positioned above you, is one of two ways to get to the flag. The other is this one:

Image
Very long spoke room hallway, takes forever to cross, can see people coming from miles way. For people who haven't seen the map, this leads to mid, not the other base. I realize that no one would take the whole path directly, but even still, it's a huge and open room- seems mostly useless as an alternate route to/from mid.

The positions in base on this map are just very unfavorable for attackers, and it's still huge. Bouncers and boots help speed up getting into and out of base, but the spoke room is a totally nonviable route. In league play, this would be a pain in the ass every time you get shot in the back. DS was already on the edge of getting cut last season, and while it survived, I can't see this becoming even as good as DS without shrinking it more.
Image
RickJames
Kofi Annan
 
Posts: 1042
Joined: Fri Dec 09, 2011 7:19 pm

Re: CTF-Bollwerk1∞

Postby kud » Sat Mar 08, 2014 5:11 pm

rick's post needs a disclaimer

<+LaG|RickJames> Best pug performance for me was actually this one http://www.globalunreal.com/utstats/?p=match&mid=32593
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Sat Mar 08, 2014 6:17 pm

i'm sorry rick james, your comment about the stairs may have merit, and i think playing the map will give us some good information. i think you overlooked many offensive options, though, and misunderstood the point of the spoke room. the spoke room is for spawning (away from the flag as you've mentioned, which is NOT a favourable position for the defense), and it's much easier to cover/seal the flag carrier compared to the rest of the base. could also potentially be a good spot to hold the flag, because there are many obstacles to put between yourself and the enemy.
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Sat Mar 08, 2014 10:50 pm

[22:41:53] <@kud> was just playing bollwerk109 vs banko
[22:41:56] <@kud> felt pretty good
[22:42:00] <+Banko> yeah its pretty nice
[22:42:17] <+Banko> doesnt seem defense heavy either

about to try it in a pug
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby TimTim » Sun Mar 09, 2014 4:51 am

This map is now on IPs 1 to 5 and redirect.
Image
User avatar
TimTim
 
Posts: 1613
Joined: Thu Jun 14, 2012 9:36 pm

Re: CTF-Bollwerk1∞

Postby kud » Sun Mar 09, 2014 5:10 am

<3
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Sun Mar 09, 2014 3:57 pm

recorded the demo from the pug last night. this should at least give a sense of gameplay. imo it needs to be played more by more players. from that game, I was thinking some spawn tweaking might improve gameplay, and perhaps the base could use some work (as rick mentioned). I'll consider making changes if it gets played 4-5 more times. I want to make informed, empirically sourced changes. Please demo if you play it, I might ask for some demos.
ps: I only mentioned problems, but I enjoyed playing it. there's a lot of ways to play, and the base is just a cool arena to fight in
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Sun Mar 09, 2014 8:18 pm

more comments/complaints:
-kinda easy to attack
-too easy to lose the efc
-not enough offense vs offense killing (boring)
-"actually pretty good"


http://www.globalunreal.com/utstats/?p=match&mid=33730
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Mon Mar 10, 2014 5:41 am

here's one while playing offense. I might do a final video later in the week, but then I'm finished promoting.
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby dR3 » Mon Mar 10, 2014 6:58 am

User avatar
dR3
 
Posts: 468
Joined: Fri Oct 05, 2012 8:56 pm

Re: CTF-Bollwerk1∞

Postby Sauron » Mon Mar 10, 2014 11:28 am

Nothing wrong with low frag, low grab maps. Have yet to play this one though.
Image
User avatar
Sauron
Angus Gump
 
Posts: 1169
Joined: Fri Jun 01, 2012 11:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Mon Mar 10, 2014 5:17 pm

I didn't really design this map to be popular. I designed a map that I liked.
Things that I consider important in a ctf map: minimize the offense vs offense kills, many angles of attack, attack angle not telegraphed, spawns not a crutch for the defense, reasonable choke points, juke potential if the defense isn't in a good position.

Ultimately this map is all about positioning and misdirection, not maintaining a dopamine high by having garbage encounters every 3-7 seconds. This is like the goliath caves of ig, love it or hate it. Another way of summarizing the map could be quality over quantity.

I hear that it's too easy to attack just as often as I hear that it's too easy to defend, so I'm hesitant to make changes in either direction until there's a more uniform consensus. I do need to play vs some $1200+ defense, though. The first 5 minutes of our game were good, but you guys decided it was too easy to defend after the first two caps and stopped playing defense. How am I supposed to take that suggestion seriously? lol
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby kud » Tue Mar 11, 2014 10:06 pm

for posterity:

[20:25:50] <Sauron`win7> bollwerk played once now
[20:26:02] <Sauron`win7> a lot going on, maybe a little too much
[20:26:11] <Sauron`win7> but it was a nice change of pace
[20:26:14] <Sauron`win7> still difficult on o
[20:26:26] <Sauron`win7> against stronger d, might be a royal pain in the ass
[20:26:35] <Sauron`win7> the one spawn right by the spoke room is a bitch
[20:27:06] <Sauron`win7> once you have some space its nice to be able to do some jukes
[20:27:24] <Sauron`win7> offensive coordination would go a long way (obviously people have no coordination in new maps that are rather complex)
[20:27:50] <Sauron`win7> http://www.globalunreal.com/utstats/?p=match&mid=33807
[21:43:21] <kud|2> spawns were one thing i thought might need some adjusting
[21:43:37] <kud|2> any idea what pete and convict thought while playing d
[21:46:22] <Sauron`win7> at first pete thought it would be too difficult on d
[21:46:30] <Sauron`win7> but whatever they did seemed to work pretty well

[21:57:04] <Sonic|^> only issue I had was the one spawn by spoke
[21:58:02] <Sonic|^> http://www.sendspace.com/file/0yr5al
[21:58:12] <Sonic|^> you might need the female announcer to play that demo
[21:58:38] <Sonic|^> get it here: http://www.sendspace.com/file/4hq2u5
[22:00:16] <kud|2> cool thanks
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: CTF-Bollwerk1∞

Postby TimTim » Tue Mar 11, 2014 11:36 pm

Change the name to BollTwerk please and thank you!
Image
User avatar
TimTim
 
Posts: 1613
Joined: Thu Jun 14, 2012 9:36 pm

Re: CTF-Bollwerk1∞

Postby kud » Fri Mar 14, 2014 10:28 pm

made this change in version 110 based on my own feelings, views from demos, and a suggestion from einhert
Image
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm


Return to Mapping Competition

Who is online

Users browsing this forum: No registered users and 1 guest

cron