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ninjanomics
8th Mar 2008, 11:58 PM
I'm making a Monastery level in ut3 that will be a CTF arena. It's going to have multiple points of entry into both red and blue base, which will be rotated clones of one another.

There are 3 main courtyards, one on red side, one on blue, and one in the middle. Both the blue and red courtyards will have a bell tower for sniping, and the sanctuary of each side will be the flag loc.

I'm going to try to have plenty of cover in said courtyards and few lifts/jump pads, but mostly stairs, bridges and ramps.

I'll hopefully have an alpha version up for trial runs in the near future, but any insight into general CTF map tips would be appreciated.:D

sWs»Cheapshot
9th Mar 2008, 01:44 AM
Thats a very open ended question. Do you want to know how to design CTF maps or gameplay/flow tips, or setting up the map?

You should be more specific... if you have ideas, you can ask if such are possible, or explain what you did and ask why it didn't work etc...

ninjanomics
10th Mar 2008, 07:32 AM
Reading it again, open ended is an understatement. I was mostly wondering if there was a particular set of parameters to work within while making a CTF stage.

Like with onslaught, it's good to use the multi weapon pickup nodes because players won't have time to go scouting for individual flak cannons/rocket launchers/link guns when trying to nab the other team's prime nodes and core. With Deathmatch, placing the redeemer in a tucked away location so that only the more perceptive players will be able to see it or get to it. Stuff like that.

This being the first CTF map I've attempted to make from scratch, I was hoping to draw from the community's collective experience to quicken the process. CTF tips pls :)

Cryosis
10th Mar 2008, 11:39 AM
Go play all the CTF maps, a few times if you can. That will give you the best understanding.