SD_SauerDefense is a 'Tower Defense' styled CTF map for Sauerbraten. Concept by myself, map by }TC{Hero, DeeArrVee, and myself.
Goal is for one team (attackers) to run through a course.
The other team tries (defenders) to prevent them from reaching the exit.
Attackers win if they score 10 times.
Defenders win if they prevent the attackers from scoring 10 times after 10 minutes..
Hasn't been really tested in-game and might thus be quite imbalanced or nonworking; consider this a proof of concept or 'demonstration' styled map..
Yeah the clip annoyed me too. But I'm confused, once an attacker reaches the end there's just two holes, both leading through a series of teleporters to where they started originally. How, then, are "winning" attackers being counted?
i like the idea though. The textures on the building/walls look good from afar but up close they're kinda iffy. I know you're only using like 4 throughout the map but still lol.
3/5
I really like the idea, it's like a mixture between CTF and Assault from UT. Despite the (already reported) visual flaws, this map scores awesomely for originality, and I would like to see alot more thought put into maps as you have done here. I also wouldn't mind exploring this gameplay mechanic more in the future myself.
Well done.
I really want to try this map. :D
I have an Idea for the scoring:
Endpoint (hole) for the attacker team
\/
1.Defender Flag
2.Attacker Flag
3.Teleporter to the start
So every time somebody from the attacking team jumps in the hole at the end of the route the team gets one point.
That's actually how it's done in this map..
Although it's a tad buggy, though, due to the teledest sometimes teleporting the player into the room above the scoring method room, which has an alternate scoring method where both attacker and defender flag are stacked on top of eachother (thus causing rapid scoring).. I'll fix this and introduce some balance changes in an upcoming update. :)
I've been considering making an assault-style map for a while now, and how to make the scoring work was a problem for me too...
The most recent method I've come up with is this: Start the attacking team off with the opponent's flag and give them a goal. At the goal, there's a teleporter which teleports them to a small room, containing (from top to bottom) the teledest, their flag, and some death (the material). That way, when they go in, they score and then they die. The dying is necessary so the defending team can't go in, grab the flag, get back out and score when they're defending. Works pretty effectively (at least in my head).
Of course, that's designed for a one-way assault, where both teams have access to the goal, but...