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	<title>ETF2L &#8211; Latest activity in &#8220;Interest in CTF and custom CTF maps, TF2 needs more varity?&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-21145/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by atmo</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379787</link>
    	    <description><![CDATA[Dunno I just found it on here http://wiki.teamfortress.com/wiki/Competitive_CTF_Contest]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=21145&#038;post=379787</guid>
    	    <pubDate>Thu, 19 Apr 2012 16:07:15 +0200</pubDate>
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    	    <title>Reply by D4RKSL4Y3R</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379784</link>
    	    <description><![CDATA[<i>Quoted from atmo</i>
		<blockquote>I've added ctf_wildfire to my server since it won the Competitive CTF TF2maps.net contest and it had a direct download link

http://dl.dropbox.com/u/538305/Maps/ctf_wildfire_rc.bsp.bz2

If there are any other CTF maps that the tester group wants to try, give me a dropbox link and I'll add them to the server. Can't download/upload them myself because my internet is too slow, but if there is a ddl link I can wget them onto my server.</blockquote>

How come ctf_wildfire isnt viable for comp? or is it just no one plays it?

EDIT: justhad a look at and it feels awesome! kinda ctf_badlands from tfc]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 15:52:38 +0200</pubDate>
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    	    <title>Reply by atmo</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379783</link>
    	    <description><![CDATA[I've added ctf_wildfire to my server since it won the Competitive CTF TF2maps.net contest and it had a direct download link

http://dl.dropbox.com/u/538305/Maps/ctf_wildfire_rc.bsp.bz2

If there are any other CTF maps that the tester group wants to try, give me a dropbox link and I'll add them to the server. Can't download/upload them myself because my internet is too slow, but if there is a ddl link I can wget them onto my server.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=21145&#038;post=379783</guid>
    	    <pubDate>Thu, 19 Apr 2012 15:47:58 +0200</pubDate>
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    	    <title>Reply by Kaneco</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379779</link>
    	    <description><![CDATA[I also feel tf2 needs a lot more different game styles to be played on comp, ctf and koth would be a great start, but we need maps for it, while I think there are enought good koth maps to be used (altough the european community doesn't seem to like them), I think there are a lot less good ctf maps to be used.

And I am very excited about the new game mod being released next months maybe it could refresh the entire comp scene if it is adaptable to comp]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 15:30:20 +0200</pubDate>
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    	    <title>Reply by Mould</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379778</link>
    	    <description><![CDATA[I think to make ctf fun tf2 just needs the correct ruleset. If it were first to cap wins the round bo5 (or windiff 5) it would be kind of like playing a mid, none of this hold mid for stalematey fun bullshit.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=21145&#038;post=379778</guid>
    	    <pubDate>Thu, 19 Apr 2012 15:28:47 +0200</pubDate>
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    	    <title>Reply by D4RKSL4Y3R</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379777</link>
    	    <description><![CDATA[<i>Quoted from Enef</i>
		<blockquote>You should actually look at/try Vector if you haven't, it's a really fun pub map and could maybe be adapted (or at least the A/D CTF game mode) for comp.</blockquote>

il look at it now]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 15:28:42 +0200</pubDate>
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    	    <title>Reply by califax</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379776</link>
    	    <description><![CDATA[<i>Quoted from Pynklùùùnningen</i>
		<blockquote>[...]
http://youtu.be/m7Xb5v0z7YE
ctf_converge. Was in the 7v7 league iirc (gunboats/rocket jumper were allowed, so epic fun)

</blockquote>
No, found it, it was ctf_deliverance http://wiki.teamfortress.com/wiki/Deliverance

Intell sits on a cart in the middle, and the cart moves towards the team that is in the lead, making the rush distance to cap it in the enemy nest longer...]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 15:25:04 +0200</pubDate>
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    	    <title>Reply by Pinky</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379772</link>
    	    <description><![CDATA[<i>Quoted from Califax</i>
		<blockquote>I'm trying to remember the name of a map i played (not in 6v6) with a neutral intell in the middle of the map which was very interresting... Worked like a Bball map, the capture zone was on the enemy's half of the map. 

Maybe something like that could be interresting for 6v6...?</blockquote>
http://youtu.be/m7Xb5v0z7YE
ctf_converge. Was in the 7v7 league iirc (gunboats/rocket jumper were allowed, so epic fun)

<i>Quoted from DarkSlayer</i>
		<blockquote>[...]

Ok. What is it about the rules/meta you do not like?

Do people prefer needing your flag to be home to score or?</blockquote>

I mean that all the factors that slow it down, should go. Long rounds, engies/heavies, maybe allow gunboats. Being able to pick up dropped intel, instead of having to wait for it to reset might be sweet as well. 
Though people will probably say 'go play quake if u want ctf' if u change the rules too much.]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 15:13:25 +0200</pubDate>
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    	    <title>Reply by Enef</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-2/?recent=379787#post=379771</link>
    	    <description><![CDATA[You should actually look at/try Vector if you haven't, it's a really fun pub map and could maybe be adapted (or at least the A/D CTF game mode) for comp.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=21145&#038;post=379771</guid>
    	    <pubDate>Thu, 19 Apr 2012 15:06:28 +0200</pubDate>
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    	    <title>Reply by D4RKSL4Y3R</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-1/?recent=379787#post=379768</link>
    	    <description><![CDATA[<i>Quoted from Monkeh</i>
		<blockquote>[...]

ctf_vector you mean?  ctf A/D or just A/D?  Why do we not play dustbowl? (best map TF2)

ctf vector is a great map with bad last, but it's a bit different and opens up a whole host of alternative and different strats.

Have a look at it why don't you and maybe use the A/D meta in the ctf mode.

Standard A/D maps are difficult, (see gorge), to get right, but I like playing them, they're super tense and reward good teamwork.  

What about total mix up with A/D with a mid fight.  Team that wins mid then has like 10 minutes to cap next two points or we re-set and go for mid again.

Wow my brain likes to fart...</blockquote>

hmmm, im beginning to think any sort of game mode including intelligence/flag wont work so well for CTF due to the fact that all classes cannot gain speed in the manour you can in other CTF games (quake, tribes, tfc)&#62;

So i guess that leaves a game mode involving CP's in someway. Which ovistly points to koth, a/d, or 5 cp.

a/d with a mid fight sounds interesting though with restting timers. espically if they are quick]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 15:00:59 +0200</pubDate>
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    	    <title>Reply by Dukermons</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-1/?recent=379787#post=379767</link>
    	    <description><![CDATA[<i>Quoted from yach</i>
		<blockquote>Why not an AD map like gravelpit?</blockquote>

ctf_vector you mean?  ctf A/D or just A/D?  Why do we not play dustbowl? (best map TF2)

ctf vector is a great map with bad last, but it's a bit different and opens up a whole host of alternative and different strats.

Have a look at it why don't you and maybe use the A/D meta in the ctf mode.

Standard A/D maps are difficult, (see gorge), to get right, but I like playing them, they're super tense and reward good teamwork.  

What about total mix up with A/D with a mid fight.  Team that wins mid then has like 10 minutes to cap next two points or we re-set and go for mid again.

Wow my brain likes to fart...]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 14:57:33 +0200</pubDate>
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    	<item>
    	    <title>Reply by D4RKSL4Y3R</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-1/?recent=379787#post=379766</link>
    	    <description><![CDATA[<i>Quoted from Califax</i>
		<blockquote>I'm trying to remember the name of a map i played (not in 6v6) with a neutral intell in the middle of the map which was very interresting... Worked like a Bball map, the capture zone was on the enemy's half of the map. 

Maybe something like that could be interresting for 6v6...?</blockquote>

Hmmm this sounds interesting, sounds like it eliminates alot of the problems posed by regular ctf rules]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 14:53:08 +0200</pubDate>
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    	    <title>Reply by yachi</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-1/?recent=379787#post=379763</link>
    	    <description><![CDATA[Why not an AD map like gravelpit?]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=21145&#038;post=379763</guid>
    	    <pubDate>Thu, 19 Apr 2012 14:37:22 +0200</pubDate>
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    	    <title>Reply by califax</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-1/?recent=379787#post=379761</link>
    	    <description><![CDATA[I'm trying to remember the name of a map i played (not in 6v6) with a neutral intell in the middle of the map which was very interresting... Worked like a Bball map, the capture zone was on the enemy's half of the map. 

Maybe something like that could be interresting for 6v6...?]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=21145&#038;post=379761</guid>
    	    <pubDate>Thu, 19 Apr 2012 14:32:09 +0200</pubDate>
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    	    <title>Reply by D4RKSL4Y3R</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-21145/page-1/?recent=379787#post=379756</link>
    	    <description><![CDATA[<i>Quoted from Enef</i>
		<blockquote>stick a launchpad in it that launches you sideways and up, rather than just straight up! :D

My problem with CTF is that the only incentive to capping the intel is to end the game quicker, otherwise you can just cap it once and then stalemate it if you wish to. It's a gay way to play but its the only way people are willing to play in officials, Valve tried to fix this by adding crits on cap but thats a horrible way to fix it. Maybe make it so that incremental caps open up new routes/forward respawn or closes it if you're on the opposing team? If that's even possible, idk how well that would work though in tf2, i guess it would be down to testing it and seeing.</blockquote>

yer i was thinking of using jump pads. Im beginning to get the feeling tf2 is just inhertantly bad for competitive CTF... Mybe a new koth map?]]></description>
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    	    <pubDate>Thu, 19 Apr 2012 14:21:44 +0200</pubDate>
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