That's the idea of the trade-off, the middle is much faster but has pretty much no cover unless you're invisible. It would be hard to run across the middle to your flag without getting sprayed if you try to sneak and take. If you kill the enemy team you can go top or bottom to deny the spray opportunity, but it takes more time so the enemy could try to push through the middle as a counter. If you are in the top or bottom when a recon tries to run it through the middle, you have options for camping and trying to spray through the middle, or pushing to the enemy base. The general idea for this map is that the middle is for recons to enter your base, the top and bottom are for your medium classes to escort the flag carrier out.This map needs more flow between the outsides and the insides because of how short the path is between flags, it essentially makes the outsides useless.
I agree, I intend this map to be for a minimum of a 4v4, ideally at least 5v5. Every once in a while we do get these big groups and there just really aren't many options once you get more than 5 in your group.If you don't have a full 8 vs 8, which I currently do not see happening in the current state of the game, this map is just too difficult for the 3 vs 3
Yeah I can see that oneI'm really really enjoying this map. I love the spawn setup the most out of any of it, I think it's a great use of elevation. I'd like to see you shorten the L wall in the bottom left corner and bring that stair up one so it's not a 2x1 stretch trapped between the edge and wall (this would apply to all corners).
I'm hoping the map plays in a way so that if you run in a straight line you will die to spray, because of how many angles on the middle there are.I think it would be cool if you use small holes in the middle of the map (put 4 inner edge tiles together to create a really small pit you can't walk over but doesn't take up more than half a tile on either side). I think using a few of these to allow the middle to still be wide open but also force the flag carrier or anyone crossing to zig and zag a bit more instead of just being linear.
Yeah you can't walk over tiles like that, and I had it crossable in the first version but didn't want to make the high ground too strong, like you said.I'm wondering how it would feel if you made it so the +2 red platforms didn't connect all the way across and instead were two seperate platforms that could spray at each other. I think this would potentially make it easier for a team to defend their side of the map since a whole team can't push across that with high ground, some will have to go low while others spray off the high ground if they want to take it.
I actually had the flags more towards the center but decided to move them back to make the distance from flag to flag a bit longer, to give people on top and bottom more time from the flag take to get in a position where they can react. I also wanted to make sure there were at least 3 angles of approaching the flag so maulers can't get too much use out of 1 clay.Very minor but I'd like to see the flags moved two tiles towards the center from where they are. Just makes it a little farther from the direct spawn but will allow you to get a better angle at spraying it from spawn (including from the high ground just on the edge of vision).
Gonna need you to point this one out a little better not quite following. Appreciate it thoLast thing is I think it'd be better if the stairs on the red platform closest to the flags (sorry about bad description, but right next to the "brick" walls I just mentioned) should be moved to the other side of that corner so it's not coming directly from spawn. This is probably just a personal preference but I usually think the movement feels better when the stairs are on an inside of a curve like that.
Super awesome map, definitely a great concept of a larger scale CTF. Would definitely consider this in a discussion for servering.