I have some respect for what you are trying to do. It is good to see people who try to make things more competitive. Unfortunately I believe that it is doomed to fail on ctf5, or if you succeed it wouldn't be the ctf5 we know anymore.
Slayer *gV* wrote:Ubuntu wrote:I think ctf5 is rotten to the core, you can't improve it for competition with such little modifications. For example if you don't introduce at least one chock point (other than the flag stand), if you don't increase the time to capture the flag by modifying the straight path that crosses the map, I don't see how competitions will take place on it.
Why do you think a map with a straight path can't be competitive?
I believe that if you want an interesting gameplay, you have to put some ways for the players to intercept other players. The problem with a straight path is that it doesn't need a lot of skill to do rocket jumps there and to capture in 4 seconds without giving the enemies good possibilities to intercept you.
Well, what's about blocking the mid, so you have to go through the upper or lower hallway?
Both could get extended, so good movement, gameplay and enough space for non-camping fights would still exist.
I would actually do the contrary about blocking the mid. I would remove the two little corridors (up, down) to have at least one point where all the paths cross. But it would modify the map too much, so I agree with what other people said: don't bother.
Furthermore, removing some pickups and the num of players could solve the "easy flag defending" issue.
Do you agree with my changes?
I think the pickups on ctf5 are really not placed in a way that improves the gameplay. If you look at other ctf maps, in general you have like 4-5 shields in one place, but there is a risk in taking them if there is an enemy near you. I think it makes the game more interesting. On ctf5 you have a lot of 3xshields, 3xhearts. If there is an enemy near you taking 3xshields isn't really worth the risk.