2D CTF map.
2D seems like a pretty neat thing for a CTF stage, as we have a lot of 3D CTF stages, but
So I aim to make a 2D Match/CTF stage of relatively regular quality.
Presenting: This!
This stage is played in 2D mode.
Not the "TypeOfLevel = 2D" thing, as it breaks spectator mode.
The stage is comprised with 5 layers of 2D paths, connected by springs and a Lua script that prevents players from missing the intended target.
Depending on the spring and the orientation, it can send you to another layer in the background or foreground.
Yellow springs will always shift the player by 1 layer, while diagonal red springs aiming diagonally will shift 2 and diagonal red springs aiming directly to the foreground/background will shift 3.
While being sprung to another layer, the player cannot move, but can try to shoot down a player that is in the destination.
Since the stage is in 2D mode, you cannot attack players in different layers than yours.
And, to give players an opportunity to not fall in a pit and return back to the floor, some lasers have been placed so if you were to accidentally fall on a pit by falling of the side of a platform, you're given an extra opportunity. Unless you're invincible.
And that's pretty much it!
I'm planning on adding more platforms, removing a lot of pits, moving stuff around, changing the textures and placing some extra decoration around, but I'm not sure on what would be nice to add, and where.
I can't call it complete because I still need to place weapon rings, emerald spawns and deathmatch spawns, and of course platforms and decoration.
In the meanwhile I thought I could showcase what I'm doing, so I hope you like it!
2D seems like a pretty neat thing for a CTF stage, as we have a lot of 3D CTF stages, but
So I aim to make a 2D Match/CTF stage of relatively regular quality.
Presenting: This!
This stage is played in 2D mode.
Not the "TypeOfLevel = 2D" thing, as it breaks spectator mode.
The stage is comprised with 5 layers of 2D paths, connected by springs and a Lua script that prevents players from missing the intended target.
Depending on the spring and the orientation, it can send you to another layer in the background or foreground.
Yellow springs will always shift the player by 1 layer, while diagonal red springs aiming diagonally will shift 2 and diagonal red springs aiming directly to the foreground/background will shift 3.
While being sprung to another layer, the player cannot move, but can try to shoot down a player that is in the destination.
Since the stage is in 2D mode, you cannot attack players in different layers than yours.
And, to give players an opportunity to not fall in a pit and return back to the floor, some lasers have been placed so if you were to accidentally fall on a pit by falling of the side of a platform, you're given an extra opportunity. Unless you're invincible.
And that's pretty much it!
I'm planning on adding more platforms, removing a lot of pits, moving stuff around, changing the textures and placing some extra decoration around, but I'm not sure on what would be nice to add, and where.
I can't call it complete because I still need to place weapon rings, emerald spawns and deathmatch spawns, and of course platforms and decoration.
In the meanwhile I thought I could showcase what I'm doing, so I hope you like it!
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