As you may or may not know, the gameplay in Siege works like this: the Offense attacks the Defense, trying to get to the switch. Once you hit the switch or the time expires, the game switches sides and you must beat the time set in the first round in order to achieve victory.
(Please note that this tutorial assumes you know how to build CTF maps.)
Siege Map Design Basics
So, you've taken the first step of saying "Siege is awesome, and CTF is just silly with all those damned snipers about". But you have no idea where to start. So I'll give you a simple tutorial to get started.
The first thing you should do is set your timer to 999 minutes and RESTART THE MAP. The timer system in Siege is an oddity, and you'll probably have to restart if you come in with the timer at a low number.
The switch is a FlipFlop object. You should put it under Team2, but it can be put anywhere. By default, if the offensive team touches any switch, it is a capture, and no effect occurs if the defense touches the switch. The only way to change this is by scripting. (Don't touch the switch while mapping!)
The offensive team is team1. Always.
The defensive team is team2. Always.
Don't throw waypoints on your generators. You need to define a new field on the generator itself. Click the generator and hit (F3?) so that you can look at the data fields for the generator. Click on Dynamic Field Add.
The name of the field you want to add is needsObjectiveWaypoint. Set it to 1 and hit OK.
When you restart the map after saving, you'll be able to see the objective waypoint marked on the generator. (You can put needsObjectiveWaypoint on the switch, too.)
It is RED if it is an objective that you need to accomplish.
It is GREEN if it is an objective that you have completed.
nameTag is a very frustrating part of mapping today due to the way the field is treated after saving, and you may want to ignore it. Instead of ignoring it, you should go download the script in . This script will make it so that you can change the nameTag field, save, and pretty much forget it. The reason I say this is because nameTag is CRUCIAL to Siege mapping. Marking a generator with an objective waypoint is good and all, but the players need to know what the objective is. Forcefield Generator? Equipment Generator? Switch Generator?
One of the major concepts of Siege is the ability to have multiple generators that serve different purposes. You may have thrown a generator into a team's simgroup without understanding exactly how the power system in the game works. You see, when a generator (or providesPower field) is in a simgroup, it will provide power to EVERYTHING IN THAT SIMGROUP. If you add a generator to team1 and there is a turrets simgroup in team1, that turrets simgroup will ALSO be powered by that generator. This is important to understand if you want your generators to power different equipment. A generator should not be thrown directly into the team2 simgroup unless you want it to provide power to EVERYTHING that the defense controls, including forcefields.
One last thing. Put a nameTag and needsObjectiveWaypoint on your switch. This will dynamically generate a waypoint, and it will be named around your switch. If you use a waypoint instead, that's fine too, but don't put needsObjectiveWaypoint without a nameTag. There is a freak glitch that sometimes occurs where the waypoint will become complete gibberish if it is unnamed (as expressed by teh RS: @$J(KV @)VHg2$$FI Jfw0af jf0 2-f 2 f2). A Control Point Switch is fine and maybe just a bit classical.
Siege Map Design Strategy
The technicals of Siege mapping are simple once you pick them up. However, making a GOOD Siege map takes more work. Many players are not experienced in making Siege maps and knowing how they will play, you need to test your maps.
Defensive Disruption
The first concept to understand is Defensive Disruption (also called Defensive Offense, Llamaing, and later the Vernsa maneuver). This is basically a measure of how easy it is for the defense to disrupt the offensive operations at the offensive base. In most maps, defensive disruption is something that should be minimized AT ALL COSTS.
Classic examples of Defensive Disruptions include Caldera and *shudders* Masada. In theory, these were good maps, but the Masada offensive base was originally far too close and you could MORTAR IT FROM THE DAMN DEFENSIVE BASE. The map singlehandedly caused Team Fusion to drop the OGL Siege ladder in 2001. What happens back then can also happen today. POOR MAP DESIGN WILL MAKE YOU HATE THE GAMETYPE.
You could use a script to stop this, but you could also go with good base design. Keep the offensive base away from the defensive base. Try to put the offensive base on the top of a hill, instead of in a valley. In addition, you need to be careful of how your base is set up. Generators should not be open to ANYONE (including the offense), and you should have Repair Packs near every cluster of inventory stations. You don't want a TK to go wreck the game.
Don't worry about repairing a Vehicle Station; those are invincible... which gets me to my next point about defensive disruption: DO NOT GIVE THE DEFENSE A VEHICLE STATION. If you really must do so for map design, you should not provide aerial vehicles unless you know exactly what you're doing. Shrikes are VERY OVERPOWERED against... EVERYTHING, and the offense should not have to try and defend their vehicle pad. If you must give out Shrikes, the map should probably have my Anti-Llama Script found . Note that a defensive Vehicle Station is invincible; you should probably make it powered by nearby Solar Panels or Generators.
Quick-pass forcefields can help the offense get out their door quicker without having to deal with the defense as much, but quick-pass forcefield scripts should USED WITH CAUTION. Some of the older scripts are very unfriendly and can cause odd behavior on the server.