With the debate going high on what might make CTF viable in the competitive scene, with experimental maps being created and the general consensus every time being that CTF simply doesnt work in 6v6, I decided to create this thread. The staleness built into the gamemode, coupled with the big differences between the standard 5 CP maps and the average CTF map means it's nearly impossible to develop a "standard" CTF map that would work in 6v6 (turbine being a miraculous exception with its simplistic design). Personally I've been reflecting a lot over the issue, and finally I've created a concept that I want to share for some feedback.
The idea is basically taking the standard 5 CP map, and converting it to CTF. This means the gameplay won't be that different from the one we're used to, but still hopefully providing some fresh air into competitive maps.
Here's the basic idea: take a regular 5 CP map. Now, instead of fighting over the mid point at the start, there will be an intelligence unlocked some ten-fifteen seconds into the mid fight, at the mid point. The team that picks it up now "controls" the mid point, and have to carry the flag to the next point. To capture it they have to enter the capture zone while no enemies are blocking it. After a short delay, a new flag will spawn at the same capture point, and pushing will continue. In order to avoid camping with the flag, there will be a two minute timer ticking down, during which time the next point will have to be captured, or a flag that will only be possible to pick up by the opponents will spawn at their second point. Basically, it will be a 2 minute time limit A/D CTF, until either team captures the final point of the opponent. If the flag changes teams, the capture timer resets to two minutes. Should the flag lie on the ground, the timer stops.
You have to agree that the gameplay will be rather similar to the generic 5 CP one, with some major differences.
- Gameplay will be fast. 2 minute timers will force teams to push in order to retain momentum. Will turtling be too powerful?
- Gameplay will be more focused around attack/defense - backcaps won't be available
- Gameplay might be more versatile, with an intel being the only way of capping diverse strats might be viable.
So... this being said, what are your intial thoughts on the concept? Numbers are of course subject for tweaking, but I really think this might be a way of making CTF work, and at the same time changing up the good ol' 5 CP concept, without completely leaving it.