What kind of things do you think would encourage this? Like, how should I build the map? Are there any trench maps that did this well? One idea I had was to make it so flags are completely exposed with no wall, bases, etc to cover them. Therefor, players would feel compelled to make their own barriers around them (i think greek2me's trench ctf did this?)
I think a more experimental map design should work. At one point I was thinking about making a trench TDM with things like cliffs or ravines that would give one team a strategic advantage if they hold that area or point. For an example, holding a cliff would give one team the advantage of easily sniping off enemy team members. While the same can be done by digging out dirt and then building a tower or something like that, you are pretty vulnerable if you aren't careful with how you build and also you waste time and "manpower" since there is going to be one guy less doing stuff, where as capturing the cliff would just give you a advantage if you hold onto it.
What kind of things do you think would encourage this? Like, how should I build the map? Are there any trench maps that did this well? One idea I had was to make it so flags are completely exposed with no wall, bases, etc to cover them. Therefor, players would feel compelled to make their own barriers around them (i think greek2me's trench ctf did this?)
Would capturing the enemy flag count for this, or is that a given? That's all ive ever seen trench CTFs do so I dont currently have any other ideas lol
CTF matches have a bad habit of never ending or never going anywhere due to players just constantly dying in never ending assaults. I know that this is a stupid argument and the entire point of a trench TDM is to emulate ww1 style battles, but after a while it just becomes a annoyingly tedious cycle of spawn, attack and die. I would like to see a point capture gamemode where there are multiple points placed over the map in distant and different areas, making it so that a team can't just hold all four points at once because the points were lazily placed. I would use the Company of Heroes or Dawn of war point system, where some points aside from giving you points to win the match, also give you some sort of extra bonuses or resources you can use to take the enemy's place. Generally you should have a reason as to why players want to be around a area of the map.
I want to do this, it might make the map look less "classic" but oh well. i dislike seeing the same shade of brown literally everywhere lol. All the classic-styled trench TDMs i remember playing were just flat and brown with some lava moats between team spawns.
The less "classic" maps aren't really that good. Flat brown land isn't that interesting not to mention that its boring to fight or be on. Adding hills and other natural obsticles obstructs the sight of players and forces them out of the base to get kills and do stuff. Players also have to put natural obsticles into consideration when planning a attack. Maybe the dried out riverbed that serves as a trench system can help the attackers lower their casualties significantly, Maybe a team has to take into consideration that going over a hill will make them easier targets for the opposing team so they have to somehow circumvent that. At this point im just better off making a normal TDM map, but I want to think when im using the trench tools, not just making some basic ass tunnels and foxholes. You should also add some things underground, like caves or empty spaces.
For weapons Idk much, maybe they will fit in.
Also I wonder if horses would be a viable thing in trench TDMs, most vehicles are extremley janky on trench maps and I belive that horses would be a lot less janky and mobile than a tank or something.