I have been working on a capture the flag map and gametype for about 3 months now but I have run into a problem trying to balance out the gameplay. I have weapon pickups disabled but I didn't realize that by disabling weapon pickups you also can't pick up the enemy flag. Is there any way to fix this problem?
Sadly the flag counts as a weapon, so you will have to cut down on the number of weapons or rearrange them to your liking.
If you change the gametype settings so no weapons are on the map it shouldn't be too much of a problem. If you don't have a problem with the flag carrier being able to shoot and use vehicles speedflag could work.
okay, well speedflag could work maybe, I'll test it out the real problem isn't really the weapons on the map, but the weapons that drop from a dead player that can be picked up well thanks for the info, do you have any suggestions on balancing out a map? any tips or opinions would be greatly appreciated!
I don't have much experience with the insane gametypes so you might still be able to remove AA, vehicle, and possibly even weapon use for speedflag or change damage modifiers to match those of carrying a flag. Here's speedflag http://www.forgehub.com/forum/halo-reach-discussion/123121-jeremiah-finished-new-gametypes.html Generally weapon pickups are not too much of a problem.
Only suggestion I can make as far as balance is to make smal tweaks and test them until the map is perfected. The Testers' Guild can help with this if you have trouble testing on your own.
Weapons that are set to Fixed physics can be picked up off of their initial spawn on the map, but once dropped by a player, they will float in place as a solid object and they cannot be picked up again. Of course, this may create obstacles that you don't want, but it's something to be aware of if all else fails.
This raises another issue you need to consider. Not being able to pick up a weapon is counter intuitive and can cause some confusion. Confusion is always a negative for any map or game type.
Well I have loadouts to pick from at the beginning of the gametype. This would require the player to pick a certain "class" to pick from so being able to pick up an enemy's dropped weapon might cause an unfair advantage to other players. For example: I don't want to give a player a shotgun and also let them have active camo, but someone with active camo could kill a player who has a shotgun and then pick it up. And thanks for the advice, I use every bit of info someone gives me. @Psychoduck - Thanks for that bit of info! I'll have to see about this Tester's Guild you speak of.