Features | Level of the Week | Flag Control 2

Map Name: Flag Control 2
Author: Mr. Bee
Map Type: Capture and Survive
Web Site: Mr. Bee's Map Zone
Download: flagcontrol2.zip

New Textures
New Skybox
New Models/Sprites
New Sounds
Play this map at:
PoM|TheAsylum PF-LOTW [66.28.23.6:27015]


Showing a simplicity of design and skill of a well crafted map, Mr. Bee's Flag Control 2 offers a very different style of play and fun. The gameplay is very simple, grab the flag from the center building and bring it home. Capturing the flag is only half the job, you must then stand exposed on the capture point and survive as long as possible. The longer you hold the flag on the cap point, the more points you score for your team.

The rock and sand textures are very familiar to TFC maps, but the building architecture stands out. The center arena contains a building that is as nice to look at as it is to kill your friends in. Inside the octagonal center building is a single flag that each team must fight for. The team that manages to get it out of the tower must carry it back to their base and plant it on the large capture spot. Then the ordeal begins. Your team scores so long as you hold the flag on the exposed capture spot and everyone on the opposing team will be gunning for the flag holder.

Each base contains a simple flag locator to figure out where to go when you respawn. Passing through a sheet of light loads you with all the ammuntion you need. The clever use of jump pads throughout the level emphasizes the vertical movement through the map and gives each arena the felling of being isolated from the rest of the map while maintaining the flow of play.

Flag Control 2 shows a strong sense of style and a unique game play.


How Did They Do That?

Jump pads are scattered throughout Flag Control 2. Using them in a map is a simple matter, but does require a bit of forethought in locating them apropriately.

A jump pad is nothing more than a trigger_push entity. You should note that a trigger_push can effect many different objects from players to grenades to a soldier's rockets. Almost anything that enters the trigger_push brush will be effected by it, as long as it is airborn at the time. For example, a grenade tossed into a push brush will be taken by it, but a player that walks into a trigger push and stays on the ground will not. A player must be in the air for the trigger_push to effect him.

A trigger_push is not necessarily limited to throwing people around a map. Other maps ave used them to great effect as a means to keep enemy teams out of respawns by pushing them away. Keeping grenades from being thrown into respawns by deflecting them away. In conjunction with func_illusionary water, they can simulate a current.





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