ctf6 - The uncomplete guide
So, the beta testing of ctf6 has gotten some speed now, something which has caused long discussions and bikeshedding about how to do competitive maps. Instead of literally wasting hours explaining things to people who aren't really that interested in listening anyway, I'm gonna explain some of the less liked things about ctf6 here, to clear things up.
Let's start off with a simple, but very adequate question:
Why is ctf6 being made?
The answer to this isn't as simple as one would have hoped and wished. First and foremost, it's quite important to stress that ctf6 is meant to be a competitive map. It's supposed to be a map for both 5on5 and 6on6 cw's and cap games. With that said, ctf6 is not an alternative to ctf2. Rather, it's an complement to ctf2. For once, Wikipedia has a simple and great explanation for a word everyone might not understand the true meaning to:
In many different fields, the complement of X is something that together with X makes a complete whole—something that supplies what X lacks.
ctf2 is a great map. Why am I emphasizing the fact that ctf2 is a map? Because it's something people doesn't seem to understand. ctf2 is a great map, it isn't a great game, or even a great gametype. ctf2 does not show every aspect of Teeworlds. Teeworlds owes much to the classic multiplayer games Quake and Unreal Tournament, and it's good to draw parallels to those games when you think about Teeworlds. (Someone once said that "Soldat" is like "2D Counter-strike" and "Teeworlds" is like "2D Quake", I can't agree more.)
Anyway, if you check how top-level gameplay works in Quake tournaments, you will see that they aren't run on only one map, simply because one map can't alone show all aspects of what should compose a good team. The very same applies to Teeworlds: only ctf2 can't show which team is the best at Teeworlds, it can show who is best at ctf2. And that's why ctf6 is being made.
This smoothly takes us to the following bold statement:
ctf6 isn't ctf2.
This should be pretty obvious to anyone able to comprehend basic reading skills, but it seems to need a lot of stress. There have been several community projects to find an alternative to ctf2: ctf_lava and ctf_anubis are two well-known. With all due respect to the mappers here, who have done good work on those maps, they are alternatives to ctf2. As I've already pointed out, ctf6 isn't an alternative to ctf2, but instead an complement. ctf_lava and ctf_anubis are both very similar to ctf2 in a number of different ways: They are both U-shapes with open middles and similar amounts of pickups. This could lead one to think that's the only way to make 5on5/6on6 ctf maps, especially if you are one of the players which are part of the ctf2 community.
Here, I'm gonna be a little elitist and say I have a big advantage: As some of you might know, I'm an avid survival lover, and was a part of that part of the Teeworlds community for a long period before partly going over to ctf. And, because of that, I know that Teeworlds isn't only ctf2. With that said, ctf6 isn't made with survival gameplay in mind or with any thought of emulating survival, so you can calm down. What I'm talking about now is simply the fact that I know for sure that there are other ways to play Teeworlds 5on5 with vanilla gameplay than ctf2.
The problem with this is that because ctf6 is different, it takes a while to get used to some things. One of the most controversal aspects of ctf6 is of course the very choked middle.
Actually, I'm gonna go as far as giving it a bold, underlined headline:
The middle.
The amount of whining about the fact that ctf6 has a choke in the middle is beyond what I could ever imagine, and I'm the guy who made ctf5, so I've heard quite some whining, mind you. What's the problem here is that people tend to think in a very small scope, and not see the middle as part of a whole. Firstly, there's a fixation to numbers. Mapping doesn't work the way that two 6-tile high corridors equal one 12-tile high corridor. defending a 12-tile high corridor is close to impossible if the opponents are coming with just a little speed. Funnily enough, speed is another important aspect. ctf6 is a fast map, and it's getting faster for every revision as we're trying to cut annoying tiles to make it as smooth as possible. On the final map, people will fly past the middle with higher speed than they do in betas, and that's a fact you have to have in the calculations (I'm gonna get back to this soon). Finally, you have to think about the fact that the bases aren't very choked at all on ctf6 compared to ctf2. In a way, you could think about the middle as the equivalent to the lower base on ctf2, which is actually also a one-way choke with height advantage. The middle is actually your main defense line and that is something that will make games really interesting:
There's a secondary objective in a ctf6 game except capturing the flag: Holding the middle. It's like a small version of King of the Hill! A similar situation is present on ctf3 where it's important to catch the laser before the other team, especially if they have skilled snipers. Other games have powerups, but the ninja is underpowered in competitive gaming, so we're balancing with a choke instead. It's pretty simple when you think about it.
While this choked middle might be what you first notice being really different from ctf2, it's not the actual middle which is different as we've seen comparing it to the lower base on ctf2. The thing is that what we have a map with very much forward defending. The longer forward you are able to keep your defense line, the easier it will be for your team to get captures. This applies to ctf2, but not to nearly as high degree as on ctf6. This can be summed up with the simple line "ctf6 is a more offensive map". While ctf2 defense points are likely to stay the same through a whole game, the defense lines on ctf6 will move all the time.
Now, this begs a question and a good followup:
Is this better that ctf2?
Answer: No. It isn't better.
Then, is this worse than ctf2?
Answer: No. It isn't worse.
It is different.
The items
Another controversial aspect of ctf6 is the hp pickups. For the people who hasn't been able to participate in the beta yet, ctf6 has only armor in the base, and only hearts in the middle. This isn't just some random idea we came up with in the process of development, no this is a direct consequence to the fact that ctf6 is an offensive map, which we just concluded itself is a consequence to the fact that the middle is so choked. This means that there is a higher frequency of flag touches in your general ctf6 game than in your general ctf2 game. This means that either the games will be substantially shorter, or flagholders will die quicker.
Let's say the red team is able to get the flag and return the flag to the base, at the very same time as the blue time manages to do the very same thing. On ctf2 this would most likely lead to a quite lengthy stalemate where both teams defend their flagholder who will stay in base with full hp and be very hard to kill, because even if he gets hurt down to 3-4 hearts he will be able to regen completely before the next wave comes. On ctf6, he would only be able to recover the armor, not the hearts without leaving the base. Also, he risks falling into the water (which I'm gonna talk more about in another post if needed) if he isn't careful.
So, let's say the red flagholder gets really hurt by some blue attackers and only have 4 hearts left. He quickly gets full armor, but that still means he only have 14 hitpoints. To recover the hearts he has to leave the base, presenting him with a risk of getting caught outside base by attackers. To sum the armor/base thing up: it just serves for making stalemates shorter and the game quicker.
Is that better that ctf2?
Answer: No. It isn't better.
Then, is that worse than ctf2?
Answer: No. It isn't worse.
It is different.
This will have to be the end of this post, and I hope you will be able to have a more open mind about new maps in general after reading this. There is a plan behind every strange thing on ctf6, so feel free to ask me about it, but feel unfree to argue about it. I'm currently wasting too much time talking about ctf6 resulting in too little time finetuning and testing it.
And finally,
ctf6 isn't ctf2.
It is different.
~ch








