Jefenry's CTF (April 8th, 2007)

This was my first real map, and it didn't have quite as big of an impact as I thought it would. It was quite small, at only 200 x 150 units, and a few bugs plagued its reception. Not to mention that the great Louman released a map just before I did. :P

Jefenry's CTF was inspired by ducatiwannabe's Castle Warfare, and I spent a lot of time trying to get it just right. Ninety nine percent of the boxes do not overlap, so there is a minimum of "flashing" that occurs when objects intersect.

Here are some of the things I specifically set out to incorporate into this map–

1. Powerful Superflags
Being the map making noob that I was, I wanted to concentrate the fighting with some of the more powerful superflags–Laser, Guided Missile, and Wings. Laser reloads pretty quickly, and is reminiscent of spending too much time at Boxy War. The Guided Missiles turn fairly sharp and are supposed to make crossing the field rather dangerous. There are also a few other flags that are quite useful due to the design of the map such as Super Bullet and Phantom Zone.

2. Make Phantom Zone useful
This flag is often thrown into a map that doesn't utilize its unique abilities. In my map, it's very nice to just stroll over to the enemy base without fear of being hit by Guided Missiles (which are set to turn pretty sharp). You've only got to look out for Super Bullets, Shock Waves, or other zoned tanks.

3. Multiple ways to get into the enemy base.
There are four ways to get in, but if I had known more about hand coding, there would have been a fifth. I originally wanted a series of tunnels to get to the enemy base, but I didn't know how to make the one-way walls that I wanted.



An overview of the field.





Closeup on the base.


Overall I'm pretty pleased with how it turned out.