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flag [2017/06/13 14:38]
biell [Making FLAG maps]
flag [2017/06/13 15:07]
biell [Capture the flag]
Line 6: Line 6:
 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
flag.txt · Last modified: 2020/08/09 15:13 by biell