CTF griping zone...

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terak

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Jun 12, 2001
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This is the place to gripe about CTF maps!

I will start off with November. The red base has four ways into the chamber before the flag, and the only way to the blue flag is that staircase. That tiny tunnel in the red base is not balanced, particularly since there are weapons for players who spawn in the blue flag room, but not in the red flag room.
 

hal

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Nov 24, 1998
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This has been debated more than you can possibly imagine. Do a search on November http://forums.planetunreal.com/search.php?

To go with your premise, however:

The Blue Base has two entrances to the flag room, not one. There is a tube above the first set of stairs to the blue base (above Flak ammo) that connects to the ante-chamber (health vial room) next to the flag room. You can double x-loc up it with a little practice. Better players can "run" right up it without slowing down.

The Blue Base also has tighter choke points to even out Red's wide open Base. You must also get the Red Flag from a long tube (with one exit). Good Red defenders can cut off the FC no matter which exit he takes. (He must pass the Sniper tower regardless)

etc, etc, etc.
 

SlaughtFace

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Aug 14, 2001
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In CTF-Gates it is way too easy to defend, as there's only one teleporter into each base which is overlooked by several good camping spots... it got a 9 on nalicity as well...
 

Smid

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Gauntlet+Command

Without t/l (such as insta), these maps are unbalanced for each team.

Gauntlet, one entrance to red base, easy to
defend. Long run for carrier escaping. blue base, two entrances, and that lovely little lift exit on left of blue base to throw off chasers. Added bonus for carrier escaping high when defenders are low, an option the red base just does not have.

Command, back entrance to blue base. Can catch the red carrier on the way back with red flag, even when playing one on one CTF...

Smid