I’ve cautiously commenced construction concerning Casbah-coloured corridors covering capture-the-flag qualities.
[COLOR=‘DimGray’]Nah, just kidding. I know better than to alliterate an entire post.
Decant is named in line with the following definition:
It is named similarly to my previous map, Deluge (which is a great flood). The context of this new map, however, will be a drought. [COLOR=‘DimGray’](If you want a backstory, let’s say there wasn’t enough water for everybody to get through the drought, so they decided to play a game of capture-the-flag to determine who gets all the water… and then in the context of this game they started killing oneother to get an advantage.)
The setting is a desert basin. There will be four bases, with the cliff-encircled main yard crossed by a mutual trench-like structure, which is bottomed off by translucent toe-deep water to represent the shortage.
The sandy areas in this main yard, which are everything but the teams’ bases and the trenches, will deal a tiny amount of heat damage (to deter crossing through them, and promote using the trench conduit). I should add, this is a classist measure, because the pyro will be capable of crossing the sand untouched. (Although there’s not really anything to gain by doing so, beside arriving unexpected. It just wouldn’t make sense to hurt him with heat, so he gets to be immune.)
Scoring is anticipated +4 for capturing, -2 for getting captured, and +1 for somebody else capping/getting-captured. The three non-winning teams could cooperate against the winning team to lower their advantage (-2). Furthermore, if you get Blue’s flag out of their base but you are killed and another team steals it, your team will still be rewarded some for the effort of screwing Blue over (+1).
The scoring renders it impossible to win if you do not capture. If the three enemy teams perform equally against oneanother, however, it is possible to draw them without capturing (so long as your defence is flawless).
This is because every other team would have:* Captured 1 (+4)
- Lost 1 (-2)
- Absorbed 1 (+1)
and gain a net of 3. You, meanwhile, would gain +1 for each of those 3 captures that took place. Your team would tie.
I have a plan for the resupply to reduce spam. Players will spawn with few or no grenades, and pick up from a row the kinds of grenades they may use. So, a team with balanced classes will be able to use more grenades. A team with all Soldiers, however, will have to share the available nail-grenades, as the MIRV supply goes unused. Get it?
I have taken the following worldcraft screenie to show as few specifics as possible, while still getting the idea across. Right now, it is meant to be acrid. More may be posted as more progress is made. Only upon completion will I try to make it seem beautiful.
Questions, opinions, suggestions, or critique? I am open for comments. [COLOR=‘Black’]And I’m quite kind if you start with anything rather than stale insults. Indeed, I appreciate fresh hostility, with approaches I haven’t seen before. It’s only the boring insults that drive me to reply equally insultingly. Even then I’m trying to give you some pointers.