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Frontline Community Update
1
#1
0 Frags +

There's been a bit of buzz on reddit about this for a few weeks now. Its 90% map assets, and this is a relatively active tf2 mapping forum, so I was mostly wondering if anyone here was planning on using the assets? I figure any update with it would be a ways off, so if someone had the interest they could artpass a map with this we'd have a chance of having a 6s map in a future update :)

There's been a bit of buzz on reddit about [url=http://frontline.tf/]this [/url]for a few weeks now. Its 90% map assets, and this is a relatively active tf2 mapping forum, so I was mostly wondering if anyone here was planning on using the assets? I figure any update with it would be a ways off, so if someone had the interest they could artpass a map with this we'd have a chance of having a 6s map in a future update :)
2
#2
5 Frags +

the models are interesting

the models are interesting
3
#3
20 Frags +

This is starting to peeve me a lot, but it's not a Community Update until Valve contacts the coordinators on adding in the update.

Until then, it's just a community project and nothing more.

This is starting to peeve me a lot, but it's not a Community Update until Valve contacts the coordinators on adding in the update.

Until then, it's just a community project and nothing more.
4
#4
5 Frags +

This could really go really well with matchmaking. I'd just prefer instead of adding a butt-load of new weapons, we fix our current weapons lol

This could really go really well with matchmaking. I'd just prefer instead of adding a butt-load of new weapons, we fix our current weapons lol
5
#5
10 Frags +

Can't wait to use this shit in SFM. The number of WW2-era posters I could make...

Show Content
Can't wait to use this shit in SFM. The number of WW2-era posters I could make...

[spoiler][img]http://i.imgur.com/gVx3MVz.jpg[/img][/spoiler]
6
#6
koth_product
11 Frags +

I was considering making a map, but likely not a competitive one.
Comp mapping is in a weird spot atm (or so it feels like it to me)
-Attack/defend maps have been ruled out of 6s for good.
-Koth has its meta built almost entirely around a single map, which means making anything differently will result in player skillsets not transfering over well.
-The 5cp world is getting pretty crowded.

I'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.

I was considering making a map, but likely not a competitive one.
Comp mapping is in a weird spot atm (or so it feels like it to me)
-Attack/defend maps have been ruled out of 6s for good.
-Koth has its meta built almost entirely around a single map, which means making anything differently will result in player skillsets not transfering over well.
-The 5cp world is getting pretty crowded.

I'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.
7
#7
1 Frags +
FubarI was considering making a map, but likely not a competitive one.
Comp mapping is in a weird spot atm (or so it feels like it to me)
-Attack/defend maps have been ruled out of 6s for good.
-Koth has its meta built almost entirely around a single map, which means making anything differently will result in player skillsets not transfering over well.
-The 5cp world is getting pretty crowded.

I'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.

has 3 cp ever been attempted with low respawn times?

[quote=Fubar]I was considering making a map, but likely not a competitive one.
Comp mapping is in a weird spot atm (or so it feels like it to me)
-Attack/defend maps have been ruled out of 6s for good.
-Koth has its meta built almost entirely around a single map, which means making anything differently will result in player skillsets not transfering over well.
-The 5cp world is getting pretty crowded.

I'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.[/quote]

has 3 cp ever been attempted with low respawn times?
8
#8
koth_product
6 Frags +

3cp could be worth exploring but I'm afraid the community will not be receptive to it. The format has a pretty bad reputation atm. A decent map would likely be dismissed. (those are just my feelings tho, if there's a demand for 3cp that I'm unaware of I might it a shot)

3cp could be worth exploring but I'm afraid the community will not be receptive to it. The format has a pretty bad reputation atm. A decent map would likely be dismissed. (those are just my feelings tho, if there's a demand for 3cp that I'm unaware of I might it a shot)
9
#9
-3 Frags +

I still think an A/D map that builds off of gravelpit but just cuts off A (so a 2-point map based off of B and C) could work well. the biggest problem came from offclassing to engie and heavy becoming a sole requirement for defense, if you could tweak stuff in such a manner that the standard 6 can still play defensively it'd play much more nicely

I still think an A/D map that builds off of gravelpit but just cuts off A (so a 2-point map based off of B and C) could work well. the biggest problem came from offclassing to engie and heavy becoming a sole requirement for defense, if you could tweak stuff in such a manner that the standard 6 can still play defensively it'd play much more nicely
10
#10
4 Frags +
I'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.

I think it would be kind of cool to have a CTF map that isn't plagued by tiny choke points or giant sniper sight lines. If you make a CTF map with wider corridors/choke points and you are able to reduce the timer for the dropped intelligence to 30 seconds, then CTF might play out well in competitive.

[quote] I'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.[/quote]

I think it would be kind of cool to have a CTF map that isn't plagued by tiny choke points or giant sniper sight lines. If you make a CTF map with wider corridors/choke points and you are able to reduce the timer for the dropped intelligence to 30 seconds, then CTF might play out well in competitive.
11
#11
1 Frags +
trapster I'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.
I think it would be kind of cool to have a CTF map that isn't plagued by tiny choke points or giant sniper sight lines. If you make a CTF map with wider corridors/choke points and you are able to reduce the timer for the dropped intelligence to 30 seconds, then CTF might play out well in competitive.

Frankly CTF has a lot of potential and I thoroughly enjoy the game mode, it's just that all TF2 CTF maps are shit. The only map that was ever decent and saw competitive use was Turbine Pro, but that only worked well with the HL format.

I'd love to see something like Doublecross but without all the chokes it has, and a little smaller.

Honestly 30 seconds is even too much. I would be perfectly fine with a fast-paced 15 second timer. I think pushes in 6s would work best if you couldn't fail a push and then get a full respawn and run all the way back and grab it again. It should be fast and dynamic, rather than static with level 3 sentries.

[quote=trapster][quote] I'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.[/quote]

I think it would be kind of cool to have a CTF map that isn't plagued by tiny choke points or giant sniper sight lines. If you make a CTF map with wider corridors/choke points and you are able to reduce the timer for the dropped intelligence to 30 seconds, then CTF might play out well in competitive.[/quote]
Frankly CTF has a lot of potential and I thoroughly enjoy the game mode, it's just that all TF2 CTF maps are shit. The only map that was ever decent and saw competitive use was Turbine Pro, but that only worked well with the HL format.

I'd love to see something like Doublecross but without all the chokes it has, and a little smaller.

Honestly 30 seconds is even too much. I would be perfectly fine with a fast-paced 15 second timer. I think pushes in 6s would work best if you couldn't fail a push and then get a full respawn and run all the way back and grab it again. It should be fast and dynamic, rather than static with level 3 sentries.
12
#12
koth_product
1 Frags +

All the information that we have about how ctf plays out competitively is super dated. One thing that comes to mind is the player outline valve has added to flag carriers, it's probably not a big deal but I do wonder if that now gives out too much information for the game mode to be compelling in a competitive setting. picking up the flag puts you at a fairly large disadvantage.

The other question that's always at the back of my mind is "would this map make for a good spectator sport?". I don't know that tf2 ctf can be that. Ctf is definitively one of the modes that can drag on and I'm not sure how to address that... not to mention that caper outlines probably make it harder to cap than in the early days of ctf_turbine.

All the information that we have about how ctf plays out competitively is super dated. One thing that comes to mind is the player outline valve has added to flag carriers, it's probably not a big deal but I do wonder if that now gives out too much information for the game mode to be compelling in a competitive setting. picking up the flag puts you at a fairly large disadvantage.

The other question that's always at the back of my mind is "would this map make for a good spectator sport?". I don't know that tf2 ctf can be that. Ctf is definitively one of the modes that can drag on and I'm not sure how to address that... not to mention that caper outlines probably make it harder to cap than in the early days of ctf_turbine.
13
#13
-1 Frags +
FubarAll the information that we have about how ctf plays out competitively is super dated. One thing that comes to mind is the player outline valve has added to flag carriers, it's probably not a big deal but I do wonder if that now gives out too much information for the game mode to be compelling in a competitive setting. picking up the flag puts you at a fairly large disadvantage.

The other question that's always at the back of my mind is "would this map make for a good spectator sport?". I don't know that tf2 ctf can be that. Ctf is definitively one of the modes that can drag on and I'm not sure how to address that... not to mention that caper outlines probably makes it harder to cap than in the early days of ctf_turbine.

As long as it's made to be faster paced, with smaller, more open maps and with short despawn times, I think it could make for a fairly interesting spectator sport. We'd get a lot of clutch cap or intel steal moments similar to what happened with bird noises and 8K, except for capping intel. Hell of a lot better than Valve's A/D that they're pushing on everyone in matchmaking.

We just need a new map that does it correctly, because pretty much none of the other CTF maps (even community ones) are catered towards 6s.

[quote=Fubar]All the information that we have about how ctf plays out competitively is super dated. One thing that comes to mind is the player outline valve has added to flag carriers, it's probably not a big deal but I do wonder if that now gives out too much information for the game mode to be compelling in a competitive setting. picking up the flag puts you at a fairly large disadvantage.

The other question that's always at the back of my mind is "would this map make for a good spectator sport?". I don't know that tf2 ctf can be that. Ctf is definitively one of the modes that can drag on and I'm not sure how to address that... not to mention that caper outlines probably makes it harder to cap than in the early days of ctf_turbine.[/quote]
As long as it's made to be faster paced, with smaller, more open maps and with short despawn times, I think it could make for a fairly interesting spectator sport. We'd get a lot of clutch cap or intel steal moments similar to what [url=https://clips.twitch.tv/teamfortresstv/LongJayArgieB8]happened with bird noises and 8K[/url], except for capping intel. Hell of a lot better than Valve's A/D that they're pushing on everyone in matchmaking.

We just need a new map that does it correctly, because pretty much none of the other CTF maps (even community ones) are catered towards 6s.
14
#14
0 Frags +

I wonder what would happen if someone remade some 5cp map midpoints into a koth map. You'd have to change spawns/some terrain, but I wonder how that would play.

I wonder what would happen if someone remade some 5cp map midpoints into a koth map. You'd have to change spawns/some terrain, but I wonder how that would play.
15
#15
-1 Frags +
yttriumAs long as it's made to be faster paced, with smaller, more open maps and with short despawn times, I think it could make for a fairly interesting spectator sport. We'd get a lot of clutch cap or intel steal moments similar to what happened with bird noises and 8K, except for capping intel. Hell of a lot better than Valve's A/D that they're pushing on everyone in matchmaking.

We just need a new map that does it correctly, because pretty much none of the other CTF maps (even community ones) are catered towards 6s.

The TF crew is only really pushing cp_gorge in matchmaking since they intended for the map to be suited to competitive. Since they wanted a A/D map that was shorter aswell as being able to mirror the map into a 5cp map to suit the community's demand at the time.

Dave RillerThe competitive community typically avoids Attack/Defense maps for several reasons, one of which is their potentially long time limits. We thought that was an interesting variable to dig into - could we develop a shorter-form Attack/Defense map?

http://www.teamfortress.com/post.php?id=8124

[quote=yttrium]
As long as it's made to be faster paced, with smaller, more open maps and with short despawn times, I think it could make for a fairly interesting spectator sport. We'd get a lot of clutch cap or intel steal moments similar to what [url=https://clips.twitch.tv/teamfortresstv/LongJayArgieB8]happened with bird noises and 8K[/url], except for capping intel. Hell of a lot better than Valve's A/D that they're pushing on everyone in matchmaking.

We just need a new map that does it correctly, because pretty much none of the other CTF maps (even community ones) are catered towards 6s.[/quote]

The TF crew is only really pushing cp_gorge in matchmaking since they intended for the map to be suited to competitive. Since they wanted a A/D map that was shorter aswell as being able to mirror the map into a 5cp map to suit the community's demand at the time.
[quote=Dave Riller]
The competitive community typically avoids Attack/Defense maps for several reasons, one of which is their potentially long time limits. We thought that was an interesting variable to dig into - could we develop a shorter-form Attack/Defense map?[/quote]
http://www.teamfortress.com/post.php?id=8124
16
#16
koth_product
0 Frags +

This ctf talk brings back memories from 2010. Tf2maps.net had a "make ctf for comp" contest and it was kind of a crapshow. https://wiki.teamfortress.com/wiki/Competitive_CTF_Contest That said, what about ctf_landfall?

This ctf talk brings back memories from 2010. Tf2maps.net had a "make ctf for comp" contest and it was kind of a crapshow. https://wiki.teamfortress.com/wiki/Competitive_CTF_Contest That said, what about ctf_landfall?
17
#17
3 Frags +
FubarThis ctf talk brings back memories from 2010. Tf2maps.net had a "make ctf for comp" contest and it was kind of a crapshow. https://wiki.teamfortress.com/wiki/Competitive_CTF_Contest That said, what about ctf_landfall?

Landfall is one of the least obnoxious CTF maps I've ever played but it still has some really bad chokes, and the only non-interior passages that wrap around the map are very narrow. The spawns are also placed just a little too awkwardly - plus it has two spawn rooms, which frankly I don't think a 6s map should have. I really like the mid and the intel area could definitely be rearranged a little and it would be great, but the biggest issue for me is the pathways between them. It's like what would happen if you took Badlands and removed the entire train path to second.

Landfall and Doublecross could both be somewhat decently modified with pro versions for 6s. Sawmill also wouldn't be that obnoxious if the ctf version didn't block off passages so that you have to walk through the stupid center, if the intel wasn't deep below ground protected by the enemy spawn, and if the mid didn't have the sawmills as an actual hazard (they could be stationary and that would be fine).

Well is too big, and while I like its intel room/final cap room (although the pathways are too high up for non-explosive classes), the spawns are too far forward and it's way too chokey. 2fort is hopeless. Turbine is really only suited towards HL.

Funny as it sounds though, now that I think about it, it seems to me like the CTF map most ready for 6s is actually Thunder Mountain, assuming all of the mannpower junk was removed. It's not actually that bad once it's mirrored like that, and the spawns are far enough out of the way that you could still run in and capture without having to wipe the entire team. Gorge might also work well (its mannpower variant).

[quote=Fubar]This ctf talk brings back memories from 2010. Tf2maps.net had a "make ctf for comp" contest and it was kind of a crapshow. https://wiki.teamfortress.com/wiki/Competitive_CTF_Contest That said, what about ctf_landfall?[/quote]
Landfall is one of the least obnoxious CTF maps I've ever played but it still has some really bad chokes, and the only non-interior passages that wrap around the map are very narrow. The spawns are also placed just a little too awkwardly - plus it has two spawn rooms, which frankly I don't think a 6s map should have. I really like the mid and the intel area could definitely be rearranged a little and it would be great, but the biggest issue for me is the pathways between them. It's like what would happen if you took Badlands and removed the entire train path to second.

Landfall and Doublecross could both be somewhat decently modified with pro versions for 6s. Sawmill also wouldn't be that obnoxious if the ctf version didn't block off passages so that you have to walk through the stupid center, if the intel wasn't deep below ground protected by the enemy spawn, and if the mid didn't have the sawmills as an actual hazard (they could be stationary and that would be fine).

Well is too big, and while I like its intel room/final cap room (although the pathways are too high up for non-explosive classes), the spawns are too far forward and it's way too chokey. 2fort is hopeless. Turbine is really only suited towards HL.

Funny as it sounds though, now that I think about it, it seems to me like the CTF map most ready for 6s is actually Thunder Mountain, assuming all of the mannpower junk was removed. It's not actually that bad once it's mirrored like that, and the spawns are far enough out of the way that you could still run in and capture without having to wipe the entire team. Gorge might also work well (its mannpower variant).
18
#18
0 Frags +
yttriumFubarAll the information that we have about how ctf plays out competitively is super dated. One thing that comes to mind is the player outline valve has added to flag carriers, it's probably not a big deal but I do wonder if that now gives out too much information for the game mode to be compelling in a competitive setting. picking up the flag puts you at a fairly large disadvantage.

The other question that's always at the back of my mind is "would this map make for a good spectator sport?". I don't know that tf2 ctf can be that. Ctf is definitively one of the modes that can drag on and I'm not sure how to address that... not to mention that caper outlines probably makes it harder to cap than in the early days of ctf_turbine.
As long as it's made to be faster paced, with smaller, more open maps and with short despawn times, I think it could make for a fairly interesting spectator sport. We'd get a lot of clutch cap or intel steal moments similar to what happened with bird noises and 8K, except for capping intel. Hell of a lot better than Valve's A/D that they're pushing on everyone in matchmaking.

We just need a new map that does it correctly, because pretty much none of the other CTF maps (even community ones) are catered towards 6s.

Tried ctf_mach4?

Also, CTF without standoffs :/

[quote=yttrium][quote=Fubar]All the information that we have about how ctf plays out competitively is super dated. One thing that comes to mind is the player outline valve has added to flag carriers, it's probably not a big deal but I do wonder if that now gives out too much information for the game mode to be compelling in a competitive setting. picking up the flag puts you at a fairly large disadvantage.

The other question that's always at the back of my mind is "would this map make for a good spectator sport?". I don't know that tf2 ctf can be that. Ctf is definitively one of the modes that can drag on and I'm not sure how to address that... not to mention that caper outlines probably makes it harder to cap than in the early days of ctf_turbine.[/quote]
As long as it's made to be faster paced, with smaller, more open maps and with short despawn times, I think it could make for a fairly interesting spectator sport. We'd get a lot of clutch cap or intel steal moments similar to what [url=https://clips.twitch.tv/teamfortresstv/LongJayArgieB8]happened with bird noises and 8K[/url], except for capping intel. Hell of a lot better than Valve's A/D that they're pushing on everyone in matchmaking.

We just need a new map that does it correctly, because pretty much none of the other CTF maps (even community ones) are catered towards 6s.[/quote]

Tried ctf_mach4?

Also, CTF without standoffs :/
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