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[CTF] Dual Nature 2013-10-21

A very unique CTF map for Beta that should remain balanced only on high level of play.

  1. Ej
    Ok, so I made a CTF map. So far people think it's really bad.

    I think it's the best map ever created for KAG and I'm going to convince you that I'm right.

    First, it's a 3 flags map with 2 flags out of building zone (or at least should be lol, haven't got to test it yet). We all know 3 flags is the best set up and that aggressive flags are best flags. Am I right? (of course I am but you have to agree)

    Second,
    screen-13-10-21-20-37-25.png
    Look at how beautiful it is. The harmonic sky islands and waterfalls and the demolished hills and underground tunnels (Dual Nature of the map).
    The aforementioned waterfalls and tunnels also allow for some gameplay features that I wanted to highlight:
    -waterfalls can be used as elevators allowing attackers to freely move vertically, somehow negating the positional advantage of defenders that is characteristic for island maps
    -tunnels allow builders to freely move under the map. You can set up yourself a den in the center and then reach both red and blue bases, using the underground tunnels

    Third, let's explain why it is actually called 'Dual nature'
    screen-13-10-21-20-39-17.png
    If you block the waterfalls in a proper way, the map floods itself and it becomes an actual island map. Why it is cool:
    -it's the only map that allows this kind of shenanigans and it isn't broken here
    -it allows for multiple strategic choices:
    -you may opt for no flooding and siege shop during build phase
    -you may go for flooding with siege shop but isolating your base out of water
    -you may go for flooding with or without isolating your base but with a boat shops and removing the dirt islands so you can get the full advantage of your tech
    You have to choose carefully though, to set up both siege and naval shop during the build phase, you would need almost all the gold from your side of the map (or at least I hope so, I think I put little too much so the map isn't too harsh).
    The possibility of flood also forces builders to quickly rush out to the underground 'sewers' to set up tunnel workshops there and have a source of stone income later in the game.
    And when you working tunnels there, it means you can use them offensively during the flood!

    Like I said, I think this map requires really good teams on both sides. If you don't have a plan that entire team is trying to execute, you will most likely be overwhelmed by water or your flag will be stolen very quickly. You might also run out of stone in long term.
    However, I also think it might be very fun and deep to play if played properly. The way it's shaped allows for both aggressive and dynamic play and longterm strategies at the same time, from the same team.
    I also think it looks nice.

    Give this map some love and try hosting it (if your player cap is 16, not 60).


    Currently in rotation on Shark CTF

Recent Reviews

  1. Crabmaster
    Crabmaster
    2/5,
    Version: 2013-10-21
    Flood racing, bad flag placement, bad fortification ability, and mostly water based combat. 2/5 rating, rest of the details in the comments. Sorry!