Heisher said:
You reckon Nate? I'm not too sure if DM really is easier. At least one that's been designed for really great flow. Take Seraphim for UT - bloody fantastic. And because of the variation in height it's actually quite tricky to come up with nicely flowing layouts. CTF is usually one or two floors; Tydal has 6 in one area. It's a bit of a nightmare to visualise all those connecting paths in your head and on paper when drawing layouts.
Granted, CTF has to be pretty well balanced; slightly too small a flag room and it's spammed to ****, too short the base to base distance will mean defenders are at a disadvantage etc. It's certainly not easy. But I don't think that a DM with good gameplay is necessarily easier to make (CTF's are easier to do aethestically I think too).
I quite want to make a CTF level actually

ORM2 perhaps

Might be good fun after Tydal. Making big DM levels is so damned time consuming as well..
Rich
I'm not saying making DM maps isn't a challenge, it's just from my experience, CTF can be a little tougher to create. Trying to balance a CTF map is probably the hardest part, IMO. Some mappers could probably create a decent CTF better than they could a DM map. Just depends on the mapper really.
I have 2 CTF maps and one DM in the works right now, but due to work, I don't know when they'll be finished.
SealClubber said:
Is it realy? I mean, cmon - you make 2 bases with 2-4 entrances/exits, have several routes to each base and p00f.... Theres a good CTF map!
Yeah, if you're in to bighead lowgrav 135 IG, where all gameplay has been destroyed.
SealClubber said:
In DM maps, you have to have alot of flow, have the weapons placement right, and make it a big time maze.
All that flow and weapon placement you speak of is just as important in CTF as it is in DM, and possibly even more so to some extent. In CTF, the Defense has to balance out with the Offense, the blue has to balance with the Red, and the layout should offer balance no matter which route a player chooses to take, be it based upon pickup placement, areas that are safer, or areas that offer a more tactical advantage.
Swedix said:
Unfortunately, it appears that many mappers share your opinion. That's why we have 100's of ctf-maps that will never be played on public- or league / ladder servers.
To create a good ctf-map, you need to know what the game is about.
You need to see the game from both side at the same time. You must look at it as both defender and attacker. And also rember it should be based om teamplay.
There are a lot of talent mappers in the community and I know many of them would create great ctf-maps if they just took the time and played some ctf.
Exactly. And contrary to popular belief, just because a map looks good, doesn't make it play good; even if the framerate is 150. Ask any serious CTFer (IG, lowgrav players don't count, IMO) to describe what he/she likes about a good CTF map. You'll get some sort of answer about balance, flow, and lack of snaggy smeshes.
