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| Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2 |
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#1 (permalink) |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,924
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Control points, how many?
I finally got started making the terrain on my map but I wanted to get every ones opinion. I will have 2 UCB's but how many control points? The map is as big as Zatar with a city on the north end. I was thinking 3 outside the city and 2 inside. Should I use 6 instead of 5, if I use five one team will bleed the whole time which might be a pain but it will make the flags more important. One last thing if you paint the terrain can you still move it up and down and does it matter what color is under the water?
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Ikariam.com: World Alpha: Capitol: Sacoma [76:80], Marble Ikariam.com: World Alpha: Colony: CodyTron [64:82], Wine |
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#3 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,246
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Re: Control points, how many?
Yeh, I agonized over the number of control points to add to mine. I eventually decided it will work well with both even and odd. With even you are slightly more likely to have a game of whack-a-mole on larger maps as both teams are sending squads to get that 50%+ flag. On smaller maps this might actually be desirable as it increases the likelyhood of combat outside a CP (which I prefer) and keeps the game more dynamic.
The color under the water doesn't seem to matter unless the water is very lightly colored and shallow. Also be sure to not paing under or overgrowth on water tiles as that doesn't look natural unless its a specific "water" item. The terrain can be moved just fine with the textures already applied.
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#4 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,666
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Re: Control points, how many?
One thing to think about with CPs is that you can give each CP a different value. That means that holding three out of seven flags can cause ticket bleed if they have enough value. This makes certain CPs more critical.
And you can adjust terrain after it's painted.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#5 (permalink) |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,924
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Re: Control points, how many?
I didn't even think about the different values, I will use a paint program to draw up the map I started, can you guys place some CP's. I want to see if I am placing mine anywhere close to where you would.
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Ikariam.com: World Alpha: Capitol: Sacoma [76:80], Marble Ikariam.com: World Alpha: Colony: CodyTron [64:82], Wine |
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#6 (permalink) | |
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Join Date: Jul 2005
Posts: 1,355
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Re: Control points, how many?
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#7 (permalink) |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,924
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Re: Control points, how many?
Can you make different fog setting for different areas on the map or is it one for the whole map.
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Ikariam.com: World Alpha: Capitol: Sacoma [76:80], Marble Ikariam.com: World Alpha: Colony: CodyTron [64:82], Wine |
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#8 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,666
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Re: Control points, how many?
Quote:
For custom maps, it would probably have to be noted somewhere.
__________________
| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#9 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,666
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Re: Control points, how many?
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__________________
| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#10 (permalink) | |
![]() Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: Control points, how many?
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Peace through fear... since 1947! |
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#11 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,246
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Re: Control points, how many?
If it is a TG targeted map, I don't see a problem with adjusting the flag values, as we will all soon learn them. If your going for mass appeal its probably something to avoid.
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#12 (permalink) |
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Join Date: Oct 2003
Location: Charlotte, NC US
Age: 35
Posts: 495
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Re: Control points, how many?
I always liked the idea of having flags with more value. This would allow you to place a low value point on a CP with lots of assets and a high value on flags with little or no assests. This would prevent a team from just cap'ing CP's with all the assets. You could even take it to an extreme and give no value to the CP with all the assets. Then that CP's only point becomes veh spawns.
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#13 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,666
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Re: Control points, how many?
I sometimes even create control / spawn points with no value. That way you can have extra flags for the purpose of spawn points, but it doesn't affect bleed, hence a team may decide not to defend it.
__________________
| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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