Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
Cap points in a clockwise motion, hold all four to win!
Welcome to the first Circular Control Point map!
Players must capture the points in a clockwise motion. Cap all four to win!
Watch out, the other team is doing the same thing. Work together as a team and co-ordinate offense and defense to win.
What Is Schwa? - Mapper
Citrusmirakel - Artist
Hovis - Game Type
Pros: Fun, (most of the time) and looks good
Cons: The speed of this map is bad, it gets stuck in a endless circle and then offten ends very quickly. It is a jerk of circle.
Improvments: I would say, now this is a big change, fit two more caps in and make it a tc map :)
I played this map yesterday, and after a few rounds of confusion while I got a grasp of the gameplay, I loved playing it. The fast pace of the circular control points was fantastic and once everyone got the hang of it we had a great time.
Pros: A unique gameplay type to TF2, which can create some interesting combat situations.
Cons: Control Points seem extremely far apart, making it a long race around the map, and it discourages people from going to defend as it would be a long walk to those points. In the end, it turns into a race to see who can first capture all the points. Also is very visually busy, and confusing.
Improvements: Add noticeable side paths to points, possibly some that favor defense (drop down areas, that bypass longer ways, for instance) and reduce a lot of the clutter.
Played this map (ccp_circlejerk_rc1) several times today, both on a nearly empty and nearly full server.
I was largely impressed. This map has plenty of potential, but a few flaws seem to consistently annoy users and undermine gameplay.
Most common complaint. I notice the signs on the walls pointing to CP's, but they need to be larger and more prominent. (Consider Valve's unmissably simple blue and red arrows.) Color coding them was a good idea - keep that, maybe expand color coding theme to hallways and cap points.
A minority liked it but most thought it was pointless and confusing. People weren't able to get an intuitive grasp of what was happening. Defending is difficult.
People were also vocal about the win conditions, which apparently can include open (neutral) cap points. How about requiring all points to be capped before the map is won? I don't think this will cause stalemate problems.
One possible alternative - allow circular capping in either direction. In other words, adjacent point capping in both directions. I think this might alleviate gameplay issues.
Several places are difficult to walk around smoothly - like the wooden bridge/walkway. You end up having to jump over stuff that looks like you should be able to just walk over. Even these out - it would be very helpful.
Nicer comments included 'juvenile'. Need I say more? It also fails 'family friendliness' in some players eyes.
I've made maps and know what kind of effort can go into this. I look forward to seeing where you might go with this one!