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Posted

Hey guys, I'm quite interested hese days by CTF maps and i'd like to see how they are created etc. But I can't find very precise design process for that kind of maps while there plenty of these docs on TDM mode. 

I've find several CTF guides but they are pretty much oriented for the players and not for the desigers. 

 

SO, do you have any documentation on some CTF design process? 

 

Here's what i have right:

 

http://www.theoryofgaming.com/capture-the-flag/

http://dannyquesada.weebly.com/home/level-design-101-corridors-capture-the-flag-map

http://wiki.beyondunreal.com/Legacy:Mapping_For_CTF

http://forum.minecraftpvp.com/t/ctf-map-designing-gameplay-and-common-flaws/52520

Posted

From the masters over at Id Software, more specifically, Paul Jaquays. Old, but the principles haven't changed. Compiled and added to by Method:

 

CTF LEVEL DESIGN TIPS
Thanks a lot to Paul Jaquays for providing his CTF tips.
 
INTRO
I played several CTF games, such as Kingpin's Bagman, Q2 CTF, Q3 CTF and D3 CTF. While playing and looking through D3 CTF maps by Threewave, I noticed that their maps have several things in common.
 
COMMON THINGS
- The maps are symmetrical
- Bases have spaces for Flag Carrier to hide
- Security Armor is usually placed near the flag room
- The donut-shaped areas are common throughout the maps
- Machineguns are usually placed near the flag
- The color of the flares and CTF decals indicate the bases
- Bases have 2-4 entry points
 
Note: Donut-shaped area is a room with a pillar or a column in the middle of it.
 
PAUL JAQUAYS' TIPS
o Keep maps symmetrical. Even if you can design an interesting non-symmetrical map, players will always believe that the maps are imbalanced and will favor a side. The big terrain map that Xian did for Q2 CTF is a classic example. No question that it was fun, but I always felt that Blue had a map advantage.
 
o Mark paths in and out of bases. Nothing is more frustrating than being constantly turned around inside a map and becoming disoriented.
 
o Plan out areas for strategic defenses.
 
o Strike a balance between defensibility and indefensibility for bases. A base that has to be assaulted by teamwork to succeed is much better than one that leaks like a sieve ... too easy to get into or out of.
 
o Work in variety of play experience in maps. My CTF maps in Q3A and Q3:TA were the only ones with swimmable water in them. Made them different from everyone elses.
 
o Think in terms of memorable play experiences.
 
o Don’t be afraid to include hiding places. The Q2 CTF maps had great hiding places in them. The Q3A maps did not ... no place to hide.
 
o Keep map size down. Unless BIG is the memorable feature of a map, don’t make the distance between bases overlong. Fast games are more fun than interminably long races between bases.
 
o Be careful about making a map that is too sniper friendly. If a good sniper can dominate a map, no one on the other side will have fun.
 
o The best sniper roosts should also be the most vulnerable positions to maintain.
 
o Keep players supplied with ammo, but hungry for armor and health.
 
o Assault and return routes should intersect frequently.
  • 2 weeks later...
Posted (edited)

I'm making a CTF map at the moment so I'm curious about this topic too, if anyone have more links to share?

 

Personally I try to keep the map centered around these rules:

- Keep a main route between both flags, this is the most important route where most of action will happen.

- Add a few flank routes, these should be simple and a bit harder to get into.

- Litter the main route with shortcuts (with a trick/rocket/double jump etc). It should be hard and fun to run the flag properly. Don't do too much because it shouldn't be unfair to run after the flag capper.

- The flagroom is the most important part of the map, make sure it's easy to hold with a few chokepoints (around 3/4), with enough variation in heights for defenders. (well, badlands, gorge)

- Make a well defined middle with the two ennemy "bases" clearly visible and distinct from each other. Sometimes if the middle isn't too well defined, it can be confusing as to where the boundaries of your team are. It should be open, fairly simple, probably set on the outside. (2fort, well, facing worlds)

- It's best if the flag can be capped in a swift swooping motion from your spawn all the way to your capture point. This is more true on Quake/CPMA or Tribes style of games, at least a game based on momentum.

- It's best if defenders can see incoming attackers, to prepare their defense. You can add a window near/in the flagroom/spawnroom which overlook the main route. This can lead to optimization issues, so be careful. (sniper nest in well and 2fort, thunder mountain spawn)

Edited by Klems

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