Earthbound - a 4-team CTF

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Spectre
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Earthbound - a 4-team CTF

Post by Spectre »

This four-team CTF with no jumping promotes dodging skill and practice. There are no superflags. Each team uses teleporters to get past the walls, but they cannot go directly to the base diagonally across from them. They must come around through another team's base. Screens posted. Released into Public Domain.


<UPDATE> Version 2.0 is up at bztraining.org:4101. It includes repaired SWs and one PZ and SB flag per quadrant.
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Last edited by Spectre on Wed Mar 24, 2010 1:07 am, edited 2 times in total.
Keeping Latin alive in 2766 AUC.
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Bambino
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Re: Earthbound - a 4-team CTF

Post by Bambino »

Nice map, currently running at bztraining.org port 4102 - enjoy!
"Anyone who has never made a mistake has never tried anything new." -- Albert Einstein
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hutty
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Re: Earthbound - a 4-team CTF

Post by hutty »

wow another good map from Anathema.

I like the ways where in all of your maps you are trying out some new concept that has never been done before
For all of you who have asked what a hutty is, there is one as my avatar.

instant map... just add water
darkid
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Re: Earthbound - a 4-team CTF

Post by darkid »

needs
A. bigger teleports
B. more pz/sb flags
C. sw oncap (if not)
D. Turret?
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Spectre
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Re: Earthbound - a 4-team CTF

Post by Spectre »

A. The teleporters are designed as they are to ensure accuracy when firing through them.
B. The map is intended for skill, not for flags that give easy "ownage".
C. The two portals allowing access to the victim team's quadrant are covered by a half-size SW oncap.
D. Please clarify.
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darkid
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Re: Earthbound - a 4-team CTF

Post by darkid »

Like sticking a HUGE HONKING TURRET in the middle of the map with, say, a regular shot pattern.
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Spectre
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Re: Earthbound - a 4-team CTF

Post by Spectre »

It wouldn't really add too much to the game, just make it even harder to capture the flag - which is already difficult for most.
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darkid
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Re: Earthbound - a 4-team CTF

Post by darkid »

Oh and Number c:
Make a large shockwave cover the entire quadrant, to prevent spawnkilling from that aspect too.
Maybe chuck the 2 flags (v 2.0) and put in 1 jumping, and say 1 geno in the middle? idk.
It just seems too wide and empty for my tastes.
Darkid--Not a happy camper.
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