TVR wrote:Map design, and by extension gameplay, serves to quickly assert maps as flawed.
An important factor is that the pursuer-pursued relation is reversed, intercepting a flag carrier requires more skill than it is to escape with the flag, simply because pursuit requires more work & effort in Nexuiz. To pursue one that is using a weapon to boost their velocity, one must match the target's velocity by boosting, as well as maintaining a steady aim and satisfactory damage to negate any health related pick-ups while continuing to whittle down their health at a sufficient rate, and optimally, not boosting their velocity far further.
For example, rocket boosting is a symptom of Mentalspace, Capture City and Resevoir CTF, as a consequence of the open layout, coupled with the ineffectiveness of weapons on fast, flying targets, promotes an environment where it is viable strategy.
Greatwall_reloaded is afflicted with easy entrance, easy escape [both due to the proximity of the jump pad to the base, and the effective immunity granted by curving the jump pad velocity to return to the base] for fast flag runs, while a mass or conventional attack is easy to repulse [due to the quick spawns negating the advantage of defeating a defending player, delayed wave spawns solve this problem, however it benefits high velocity flag runs equally]; Hydronex suffers from a less-apparent derivative of the flaw.
On Controlfactor and other expansive maps, the expanse in terms of nooks and escape routes simply increases the difficulty of pursuit.
CB_CTF1, space_fun-nex2, evilspaceCTF, eyecancer_CTF, pushmeCTF, provide a mechanism capable of transporting only one at a time, discouraging basic team support in the form of following, and decreasing the effectiveness of multiple pursuers, as the pursued gains a head start while multiple pursuers wait to use whatever the mechanism.
mIKEctf2 and hal_palindrome simply penalize the pursuer with a technical that allows the pursued to pummel with the pursuer with greater impunity.
It is a sufficient explanation as to why conventional CTF maps do not function as intended in Nexuiz, it has resulted in the creation of the only compatible Nexuiz CTF map, mojoCTF, which properly emphasizes prevention of capture by lack of flag at base as a valid defence.
Could you review some of my CTF maps too please. Like DC6, maybe OC7, some others.
