4v4 CTF Pathing

Discussion in 'Halo and Forge Discussion' started by gcw0068, Feb 19, 2016.

  1. gcw0068

    gcw0068 Legendary
    Senior Member

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    I'm designing a CTF map, and in my design I noticed that, while there are three main routes to take after grabbing the flag, one of them will, I'm afraid, be overpowering as it is a straight line.
    (The settings are as follows:
    Halo 4
    Legendary CTF)
    Here are the flag runner routes:
    1. Grab the flag, go through the tunnel in front of you all the way straight to the other side- this is the one I'm most afraid of. I am trying to balance it with long ranged weaponry down here, lack of cover, as well as an elevation disadvantage- at the map center, one down here can be fired upon from above. But that's in map center, so at that point the flag would already be halfway to its destination.
    2. Up a ramp to either side of the flag, up a ramp in the opposite direction, and then forward until you have to drop down into map center.
    3. Far off to each side is a man cannon. I'm using low gravity trait zones to cover part of the distance so that if you're killed mid-launch, the flag will drop and reset, as it isn't affected by trait zones.

    My original vision included the need to go into the exposed low center and then go up ramps to either side- now I realize that usually, players would probably take the most straightforward route by going straight through the tunnel. Of course I don't know that, because the map isn't finished yet and so I haven't playtested.

    I'm trying to de-incentivize this route, eg via the BR loadouts and Lightrifles that can easily shoot an exposed player down. I've also considered adding ramps down here that transform this lower tunnel into a one-way path, but that of course is undesirable, I think.

    Any advice on how to incentivize the route #2, or discourage the route in question? Hopefully this isn't too confusing.
     
    PharmaGangsta1 and Xandrith like this.
  2. gcw0068

    gcw0068 Legendary
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    As far as power weapons go, there's an Incin. Cannon in low mid, and four speed boosts, two on each top "mid" which can be reached via route 2. There are also four shotguns.

    Don't worry, they don't have much ammo.
     
    Blaze likes this.
  3. Duke of Mearl

    Forge Critic

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    Generally making the most direct route one of little cover will do the trick. High risk high reward route. One route will almost always be more direct so giving it a negative as less cover is usually sufficient. If you need some testing hit me up
     
    gcw0068 likes this.
  4. gcw0068

    gcw0068 Legendary
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    ok, you're probably right then.
     
  5. Duke of Mearl

    Forge Critic

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    Is it currently in a playable state? I try to host game testing and competitive custom lobbies at least 3 nights a week (it tends to be almost nightly). If it is I can throw it in the rotation for feedback even if you are not on to test it with us
     
  6. gcw0068

    gcw0068 Legendary
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    Well, it's got the Red half of it done as of now. It might be finished tomorrow, but I'm also working on another map so I'm not sure. But probably.

    I'd definitely be interested in testing, but I'm on 360. I'm assuming you aren't?
    If not, thanks for the offer, it means a lot.
     
  7. Duke of Mearl

    Forge Critic

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    I'm on the xb1 but I'll check it out when you think its in a playable state
     
  8. gcw0068

    gcw0068 Legendary
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    360 maps carried over?
     
  9. Duke of Mearl

    Forge Critic

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    Actually idk how that works.
     
  10. gcw0068

    gcw0068 Legendary
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    Well, you can expect some pictures at least.
     

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