Submitted by
Method on Fri, 2005-04-15 20:21.
CTF Level Design Tips
by Method
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
1. 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.
2. Mark paths in and out of bases. Nothing is more frustrating than being constantly turned around inside a map and becoming disoriented.
3. Plan out areas for strategic defenses.
4. 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.
5. 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.
6. Think in terms of memorable play experiences.
7. 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.
8. 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.
9. 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.
10. The best sniper roosts should also be the most vulnerable positions to maintain.
11. Keep players supplied with ammo, but hungry for armor and health.
12. Assault and return routes should intersect frequently.
Thanks to Paul Jaquays for taking his time and listing these great tips for CTF maps.
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Level Design Tips