in a dm map you have to be able of play with the oponent, hunt him down, you have to be able of predicint the next move of your oponent, and that oponent will have to be able of knowwing his being hunt down, and has to be able of escaping too, and that kinda stuff, weapons are everywhere so thats not a prob of getting, if its isnt your favo weapon then thats your prob, you cant lay the whole map full of biorifles just for in case of someone wants a biorifle
in ctf you have the same, you need to be able of predicting the next move of your oponent, if you are in defence for isntance, you need to be able of controling your base, so like in ctf-coret wich is imo the map with the best gameplay from the original maps, if you are on deffence there you know where the enemy is gonna come, you hear the doors if he comes low, or you can see him trough the glass if he comes high, if he escapes with your flag over the high route you will be able of localizing him cause you hear the jumppad, but the enemy knows you heard it, so he jumps of the high floor again, and now goes low. but then you notice hes not gonna come over the high way, so you run to the low way, wich is easy too reach, yet far enough to give the enemy a far chance of escaping
so yah flow is different, but works around the same thing, it keeps flowing, and you are always be able of getting to another route in no time, you are always be able of predicting the next move of your enemy, and while doing that giving the enemy a faire chance of doing the same, and its not only getting from a to be, its getting from a to z by going trough points b c d e f g h, then change route and go to i j k l m n o p, then predict the enemy, by going to q r s t v w and then attacking the enemy base by points x y
otherwise people could just make a 10.000 units long cube and putting 2 flags at both ends of the cube (face
) and that will be 1 hell of a boring map then
prob you see alot by ctf map is the connection and flow in the middle areas, last map i played wich was decent but had **** flow was spoondogs hydro32, now if you play there, and you are on defence, but the enemy has your flag, you wil respawn and translocate as fast as possible behind your flag again, and then imagen you know the enemy fc took the lower route, then the only chance of intercepting the enemy fc again is in the middle area (in ctf-hyro32, jsut as example) but if you loose there, your flag is history, you dont have a second chance, or you cant play aroudn with the enemy, its sooooo godamn straigh, and a right line is always boring, same thing, what if they have your flag, and you respawned, but you dont know wich route they took ? then you have no chance of knowing it in hydro32, cause there are only 2 ways, and certianly for the lowe way, the only time the flag comes in open air again is in the middle, for the rest nothing, no windows liek coret, no sound events, nothing, thats ghey then
or if you attack, you run to the lower route, but you face an enemy, ok no prob, you frag the guy, and you going on trough the lower route, only prob, that guy just warned his teamates, with a team bind INCOMING LOW, so now all the defenders are going to the lower areas and are gonna wait for you, and then you are history, in a map like coret ( although not the best example oin this case) you could say''aah that guy is prolly gonna warn his teammates so i will now switch my route and im going over the higher route now'', and that will only take a few sec in a good map, but in ghey maps you have to run another 5 minutes back to get to the other route again, thats ghey
now thats flows imo
pheer the text too