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Badlion 2.0 - CTF 2.0


Welcome to the latest gamemode update on Badlion 2.0! The classic gamemode Capture the Flag (CTF) has been given a new set of maps and changed from a 4 team game system to a simple 2 team game system for public gameplay now. We want to see how these changes affect public gameplay of CTF before we consider making any further changes to it.

We also really wanted to get this update out with enough time before our next $1000 tournament is here. This will give more players a chance to get onto a team or form their own team to participate in the upcoming tournaments. You can read more about the $1000 5v5 CTF tournament here.

What has changed in CTF 2.0?

- New Maps (below)
- 4 teams -> 2 teams
- 8 v 8 v 8 v 8 -> 10 v 10
- A game now ends when a team captures 5 flags or the maximum time (12 minutes) is reached.
- Changed volumes of sounds effects for flags.
- Boosting teammates is now disabled (and cannot be enabled) in competitive CTF matches.
- SmootherPvP update is now live
- BAC Symbol now shows up if you are running the Badlion Client in your chat messages.
- Fixed some misc small bugs.

New Maps

Below are the new maps for CTF 2.0 which are all focused around 2 team gameplay instead of 4 team gameplay:

Versatile




Bazaar




Aerospace




Basilica




Station




Conclusion

CTF has been given the small sets of qualify of life updates it has needed, along with the overhaul to the number of teams to put it down as a solid Badlion gamemode. We hope you guys enjoy these changes and are getting excited about the competitive Minecraft tournaments revolving around this and other gamemodes.

Let us know what you think below.
 10
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Not a massive fan of all the changes:
Personally I really like Boosting and think its not game breaking on any of these maps yet can be used strategically to give slight advantages

Also I'm not a major fan of First to 5 caps, a lot of the maps are more low scoring and some matches usually have over 20 caps in total

Allowing it to go full time allows major comebacks, and if anything I think an end goal should be much higher such as 10

15 minutes is a great amount of time for a CTF, I just don't see why games are being made shorter to 12

Basically I'm not a fan of any of the changes made to Comp CTF, making games way too short
 5
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Boosting adds a lot of strategy to competitive CTF games, I don't think removing this so close to the tournament is really a good idea.
 4
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Kiivo wrote

Not a massive fan of all the changes:
Personally I really like Boosting and think its not game breaking on any of these maps yet can be used strategically to give slight advantages

Also I'm not a major fan of First to 5 caps, a lot of the maps are more low scoring and some matches usually have over 20 caps in total

Allowing it to go full time allows major comebacks, and if anything I think an end goal should be much higher such as 10

15 minutes is a great amount of time for a CTF, I just don't see why games are being made shorter to 12

Basically I'm not a fan of any of the changes made to Comp CTF, making games way too short
I couldn't agree more with you.
 0
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Just played a scrim and the game ends after you get 5 caps, I don't think this is a good change to make right before the tournament. Having a cap limit for public games is a good idea but definitely not in scrims.
 4
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Jinxful wrote

Just played a scrim and the game ends after you get 5 caps, I don't think this is a good change to make right before the tournament. Having a cap limit for public games is a good idea but definitely not in scrims.


I agree. 12 minutes are fine for everything competitive related
 0
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The issue with 5 cap limit is that the games usually are way too short and you cant really see any clutch comebacks, especially with less time
How about if a team gets a lead of 5 caps, then the game ends as the team is clearly do much better
However on average, the scrims my team play are 4 - 6 mins due to either team getting an early game advantage, when in an extra 9mins comebacks can arise, and form a spectators point of view it is far more interesting
 4
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Kiivo wrote

The issue with 5 cap limit is that the games usually are way too short and you cant really see any clutch comebacks, especially with less time
How about if a team gets a lead of 5 caps, then the game ends as the team is clearly do much better


I don't like that. Clutching 5 flags is not that difficult tbh, and I think 10 minutes would be the best choice for everything.
 0
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Kiivo wrote

Not a massive fan of all the changes:
Personally I really like Boosting and think its not game breaking on any of these maps yet can be used strategically to give slight advantages

Also I'm not a major fan of First to 5 caps, a lot of the maps are more low scoring and some matches usually have over 20 caps in total

Allowing it to go full time allows major comebacks, and if anything I think an end goal should be much higher such as 10

15 minutes is a great amount of time for a CTF, I just don't see why games are being made shorter to 12

Basically I'm not a fan of any of the changes made to Comp CTF, making games way too short


Score Limit

While crazy comebacks are good, if someone opens up a gap that is so ridiculously big that only a miracle will close it, 9/10 times you aren't going to be staging a comeback, you're just going to be waiting for a result you know will happen to happen.

The advantage to me of a 5 flag cap is that a 4-0 lead is one that I could maaaaybe see you coming out of a reasonable amount of time, but at 5-0, it seems more hopeless. This essentially acts as a stopper if a match gets to the point where it is almost certainly already over.

In addition, I actually think having this hard cap helps teams make comebacks. I have played a good bit of CTF in the past on other servers, and I know how easy it can be when you are disorganized and floundering to tell yourself that you'll use the other team's capping flags as an opportunity to cap their flag. This almost never works. If you are getting stomped, it's usually because the other team has good positioning on the field and is under control, while you are sprawled and tilted. Knowing that you can't give up flags anymore forces you to think exclusively for a second on defense, and making sure you're not losing more flags. This forces you to regroup and calm down. After that, you realize that just shutting down their offense is not enough, you also need to start getting flags. In this way, I feel a flag limit encourages a team to slow down and regroup and then carefully and deliberately mount an offense that could turn things around.

Boosting

Boosting is an interesting one. Essentially, to me, there are two different cases: either there are sections in the map where boosting is planned and integrated, or there is not.

If boosting is a planned feature, it is almost like team parkour. We can make points that can only be crossed if you swing a second player around to some spot to boost someone. This is honestly a rather interesting concept for map making, and definitely one we may explore on the build team, but for now, it is not a feature that is in the CTF maps we have made.

If boosting is not a planned feature, it is honestly more of an annoyance for the map makers. Think of it this way: we make maps so that you are not just fighting on a flat, open plane. We put obstacles in your way, add chokepoints, give you things you need to care about. We want you to move around the map and coordinate your movement around the map well.

In all honesty, many of the boosting plans I have seen players come up to me with for these 5 maps are kind of ridiculous. For sure, you can boost across some crazy gap on a scrim server by yourself, but if in setting up that stunt you have had to jump in front of someone for ten seconds waiting to line it up away from cover, you would be shot down in an instant in a real match.

That said, occasionally you can boost, and often, it is in ways we very much do not want you to. If there is a 2 high point on any of these maps currently, it is because we want to allow you to move through one way but not the other. If we make a 1 way part of a map, it is almost always because we feel that being able to move backwards through it would make things way to easy. Perhaps we could revist the topic of boosting with different maps that use it as a feature, but in ones such as these that do not, we are only really allowing potential game breaks by leaving it.

So close to the event

Though we have changed the mechanics of some things, and the process by which we evaluate the winner, I feel strongly that the practice you have had to this point translates directly to this. Surely you must have played a CTF scrim where you were up by 1 towards the very end, and buckled down for a second to keep that lead. That is exactly what you do when someone is at 4 flags–you first make sure that you don't lose one, and then you regroup and focus on offense.

As for the time reduction, you just have to be crisper. Practice your openings to make sure that you have map control earlier on. Become more deliberate–instead of just rushing back when you're on your back foot, work as a team to wrench control back, and use that momentum to grab your next flag. I would not be in favor of these changes if I had not been as impressed with the growth of teams over these past few weeks. We really threw you some maps you weren't used to, and you're picking them up fast. But I think you all can be sharper, and I support these changes because I feel it will force you to be.
 2
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5 caps ending a game is really stupid and ruins the game imo as games can end in literally a minute and limits the amount of really close high cap games that people enjoy. Also like MCUnbreakable said if you play a football match or something it wont end after 5 goals you can make crazy comebacks and it's happen before my team have come back from times where we 5 flags down and this will stop plays like that from happening.

Boosting was strategic and a big part of CTF and it takes quite a big part of the game out for someone like me who boosts people for efficiency.

Changing these things around a week before the tournament is frustrating especially as we've been playing the same CTF for such a long time now and it changes how we should play the game a lot more now.
 1
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Sure
 0
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You used to have 15 minutes to play out the game, and people loved it, I don't see anyone complaining about it, just changing major stuff like this when there's so little time left until the tournament is a bad move. 15 minutes used to be the perfect play time, not too long and not too short, if you went down in the beginning of the game you have a chance to come back with the 15 minutes of playtime you used to have, and it was good.

Also, these maps are constructed so that you don't have to have a defending player sitting on the flag, you can have everyone in mid trying to take control, and limiting the game to 5 caps is like the opposite to what the maps are made for, A game used to be so intense sometimes and it could go up to 15 flags a game but now, if you lose the first 3 flags then it will be almost impossible to get it back, especially with the game time reduced by 3 minutes.

Now on to boosting… Boosting wasn't unfair in any way since both teams could use it and people had come up with clever ways to use it, removing this is just stupid because what is negative about having boosting? I can't think of any. There was so many cool ways to get around the map and get to chokepoints quicker and now another skill element to the game is removed.

With these new changes I can just see the games being 5 minutes long and whoever gets the first 1-2 caps win the game right away, clutching and coming back will be impossible as the other team wins after just a few caps. I thought the way CTF worked was great, removing and adding all these new changes literally changes the WHOLE way CTF was played out before. It's just stupid imo.

I feel like 15 minutes was a good time because of the time you had to hold your lead for 15 minutes, and if you were down you had a chance to come back, you haven't lost if you lose the first 5 minutes of the game and go down by 5 flags etc. You can come back and win with a small marginal and it used to be skillful in both ways, losing and winning.

The flag change is what I hate the most about this update as the games will be really short and in all honesty just boring.

If you could please consider taking the time back to 15 minutes as it was perfect, removing the flag limit or changing it to 10, and adding boosting again that would be great. The flag one is the most important as otherwise the games will be 5 minutes long and not even intense…

Here's an unlisted video of Ominous Pink vs. Pureblox where we manage to come back with 5 minutes left from being down by 5 flags, this just shows how intense the games could be, and by doing all these changes.. ALL of this is gone, think about it, honestly.
Video:



Thanks for reading, Zaq.
 7
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 0
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Why did it changed to To2 ? i think you should make an option to modify this , since its really nice to play to4 and it has alot more fun into it in my opinion , and also , you should keep the 4 team maps , like in hypixel , there is a faceoff in mega walls for 2 team to face each other if you want to do a quick game but there is also a full game of 4 teams which is way more intanse and competitive , i think you should keep to old gamemods along with the new one , also 12 minutes its too short for a game and can be hard to do clutch and comebacks , and the cap limit is honstly bad idea ;-; …. the game should be 15 minutes , if a team get a lead of 6 caps its an auto win. if not then the team that captured most of the flags in that 15 minutes should win.
all of this is a personal opinion but honstly , why do you fix something which is not broken? ctf was great i agree that it shouldve got an update but not major changes like this.
 0
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 0
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Cratain wrote

While crazy comebacks are good, if someone opens up a gap that is so ridiculously big that only a miracle will close it, 9/10 times you aren't going to be staging a comeback, you're just going to be waiting for a result you know will happen to happen.
In a tournament for $650 and the chance to qualify to a tournament with a $5000 prize pool, Im pretty sure any top team who have practiced will try their hardest as a team to form a comeback. For example, @Zaquez recorded an Ominous VS Pureblox scrim in which we came back in the last 5 mins when they had a 5-flag advantage. This again may only happen 1/10 times but from a spectator’s perspective it is amazing and the cap limit removes that imo

The advantage to me of a 5 flag cap is that a 4-0 lead is one that I could maaaaybe see you coming out of a reasonable amount of time, but at 5-0, it seems more hopeless. This essentially acts as a stopper if a match gets to the point where it is almost certainly already over.Look at Zaquez' video above from from 10mins onward

In addition, I actually think having this hard cap helps teams make comebacks. I have played a good bit of CTF in the past on other servers, and I know how easy it can be when you are disorganized and floundering to tell yourself that you'll use the other team's capping flags as an opportunity to cap their flag. This almost never works. If you are getting stomped, it's usually because the other team has good positioning on the field and is under control, while you are sprawled and tilted. Knowing that you can't give up flags anymore forces you to think exclusively for a second on defense, and making sure you're not losing more flags. This forces you to regroup and calm down. After that, you realize that just shutting down their offense is not enough, you also need to start getting flags. In this way, I feel a flag limit encourages a team to slow down and regroup and then carefully and deliberately mount an offense that could turn things around.
Although as a team you should work together and get control, I feel like now you cant really react to the other teams playstyle,
and that if they were to win the first few flags, instead of being able to pick apart how they are getting this early advantage and try something new, the reduced time and cap limit will force teams to naturally be defensive.


Boosting

Boosting is an interesting one. Essentially, to me, there are two different cases: either there are sections in the map where boosting is planned and integrated, or there is not.

If boosting is a planned feature, it is almost like team parkour. We can make points that can only be crossed if you swing a second player around to some spot to boost someone. This is honestly a rather interesting concept for map making, and definitely one we may explore on the build team, but for now, it is not a feature that is in the CTF maps we have made.

If boosting is not a planned feature, it is honestly more of an annoyance for the map makers. Think of it this way: we make maps so that you are not just fighting on a flat, open plane. We put obstacles in your way, add chokepoints, give you things you need to care about. We want you to move around the map and coordinate your movement around the map well.

In all honesty, many of the boosting plans I have seen players come up to me with for these 5 maps are kind of ridiculous. For sure, you can boost across some crazy gap on a scrim server by yourself, but if in setting up that stunt you have had to jump in front of someone for ten seconds waiting to line it up away from cover, you would be shot down in an instant in a real match.
Exactly, in order to pull off the best possible boost it requires a lot of practice and can only happen in certain situations. This adds another skill that many teams have been practising and developing for the past 2 weeks. And again none of these are game breaking but are useful if you can pull them off and can only be done at certain times

That said, occasionally you can boost, and often, it is in ways we very much do not want you to. If there is a 2 high point on any of these maps currently, it is because we want to allow you to move through one way but not the other. If we make a 1 way part of a map, it is almost always because we feel that being able to move backwards through it would make things way to easy. Perhaps we could revist the topic of boosting with different maps that use it as a feature, but in ones such as these that do not, we are only really allowing potential game breaks by leaving it.


So close to the event

Though we have changed the mechanics of some things, and the process by which we evaluate the winner, I feel strongly that the practice you have had to this point translates directly to this. Surely you must have played a CTF scrim where you were up by 1 towards the very end, and buckled down for a second to keep that lead. That is exactly what you do when someone is at 4 flags–you first make sure that you don't lose one, and then you regroup and focus on offense.

As for the time reduction, you just have to be crisper. Practice your openings to make sure that you have map control earlier on. Become more deliberate–instead of just rushing back when you're on your back foot, work as a team to wrench control back, and use that momentum to grab your next flag. I would not be in favor of these changes if I had not been as impressed with the growth of teams over these past few weeks. We really threw you some maps you weren't used to, and you're picking them up fast. But I think you all can be sharper, and I support these changes because I feel it will force you to be.
Overall I believe as a spectator the games will be far more boring and as a player you must completely change how you play. The boosting mechanics and extra time to counter your opponent does make it far more different and annoying for the teams who have been practising so much already. 12mins is an awkward number when 15mins was already perfect and boosting is an extra skill to the game which is not game breaking at all on any of the maps. Finally I suggest the game ending only if a team is winning by 5 caps, or increase the cap limit dramatically to 10
 5
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In response to what Ominous did, while it was impressive, my honest opinion on it (with respect to both teams) is that PureBlox went on a heavy tilt which allowed for this comeback. In the current climate, this is possible–but to be honest, PureBlox should have pulled themselves together before being run over like that. Their positioning in the last 5 minutes was awkward to say the least. Impressive, for sure, and of course, this does mean it is possible. But I personally do not want to account for possibilities that are based on the other team suddenly staying on tilt.

Also, we can take this another way. You overcame 5 point run in the course of 5 minutes. Why didn't you start it earlier? You could have started that run at 6 minutes and made the same comeback, you could have started it when you were only down 4 points and avoided the flag cap.

I am seeing teams with the potential to pull of these amazing feats, and in no means do I wish to see them disappear in advocating for this change. What I want to see, however, is more consistently all across the board. I have seen so many games where there is an explosion of points at the start from one side, and then a few idle minutes of contested play, and then another streak. To you, that is a comeback. To me, that is a sloppy start. That point deficit shouldn't have been there to being with, you should have made sure that you were ready to go from the beginning.

I want to force teams to be on top of their game the whole time. If you lose focus, I don't want the game to continue in hopes that you can get it together and the other team will lose focus so you can make these comebacks. I want to see an ebb and flow in matches less because teams lose focus or get their acts together at varying times–I want to see teams find a way to make breaks like this without waiting for their opponents to tilt (because, ideally, that really shouldn't be happening).
 0
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good changes
 0
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to be clear, now for ctf tournament, there is a limit of 5 flags captured and boosting is not a thing anymore?
 0
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@Cratain I just want to ask, why did you remove boosting though. It would just be cooler if you atleast upped the cap limit to 7+ and add boosting again, because the boosting was skill, not luck. Also the time limit would be upped with the cap limit going up
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