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flag [2017/06/13 14:38] biell [Making FLAG maps] |
flag [2017/06/13 15:07] biell [Capture the flag] |
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This game mode is faster than TBD because there is no waiting for a bomb to spawn. This keeps the pressure up at a level significantly higher. Infiltrating players are not marked (like in BALL or TBD), and so can come from anywhere. | This game mode is faster than TBD because there is no waiting for a bomb to spawn. This keeps the pressure up at a level significantly higher. Infiltrating players are not marked (like in BALL or TBD), and so can come from anywhere. | ||
+ | In TBD, the width of a map is a critical design point because it specifies how | ||
+ | far a plane, weighed down with a bomb, must travel to reach the goal. This | ||
+ | slows the play of the game and requires coordination. This coordination makes | ||
+ | for great games clan vs. clan, where the players are working together. But, | ||
+ | it can be frustrating in pub servers where players either don't know how to | ||
+ | work together, or simply just refuse. Because of this combination of push | ||
+ | and defense, TBD is best played 7v7, and suffers below 6v6. FLAG, on the | ||
+ | other hand, is best played at 5v5, with 4v4 and 6v6 also working quite well. | ||
+ | FLAG also works better on a smaller map than TBD. | ||
+ | |||
+ | An example map shows the importance of width over height in a FLAG type game. | ||
+ | Also, notice the turrets, which should be capable of halving the health of | ||
+ | a Biplane before they get to the flag for at least half the routes to the flag. | ||
+ | {{ ::ball_flag_anxious_collapsed.png?512 |}} | ||
===== Making FLAG maps ===== | ===== Making FLAG maps ===== | ||
FLAG maps should be designed similar to TBD maps. The area around the flag | FLAG maps should be designed similar to TBD maps. The area around the flag |