Guide to walling in CTF

Arch Enemy

Grandmaster
This guide is for those who want to learn how to properly wall the maze in CTFs to help their team win games. Knowing how to wall will help you tremendously to win games, whether you're a flagger, defender, or want to flat out wall for the entire match. Walling wins games.

First of all, and it should go without saying, but you should have Wall of Stone binded to a comfortable hot key.

Next, I'm going to walk you through the simple process of setting up relative location macros in Razor. You can't do this in Sallos, and you probably can in Steam but I don't know how because I don't use Steam.

Anyway first off you're going to create a macro and give it a name.



I'm going to start with the South macro, but in the end you will have 4 macros - one for each direction. Place an object on the ground in the same spot relative to your character that I have placed my bandaid. It is 1 tile directly south of your character. It can be anything, a potion, a bandaid, whatever.

Next, you're going to bring up a targetting cursor, and you can do this any way you like. You can cast a spell (without actually releasing it), you can use a 'Set Last Target' hot key, whatever. Once you have a cursor up, you're going to hit Record for your macro. Once the macro is recording, all you're going to do is target the item on the ground and then stop recording.



Once this is done you want to convert the "Absolute target" to Relative Location




And then it should look like this:



Then you're going to go under the Hot Keys tab and bind that macro to a hot key



You'll want to do this for the three other directions. Here are all the spots you want to target



You'll now be able to wall spots that were previously unwallable (unwallable QUICKLY at least. these spots are actually possible to wall without relative location macros)





It will take some practice to get used to your hot keys and knowing which way the wall will drop, but once you do it will improve your CTF game tremendously being able to wall flaggers inside your base while your team kills them or walling enemes out.
 

Arch Enemy

Grandmaster
Part 2:

So now that you have your walling keys set up, there are a few things to note about the maze walls.

First of all, you want to stand directly in the center when you are placing your walls, otherwise they will drop incorrectly and leave gaps.

Standing too far to the left. Part of the wall of stone is cut off. (I know it's not the CTF arena but it's 3 tiles wide, work with me here)


Standing too far to the right. Again, part of the wall of stone is cut off, leaving a gap.


Standing in the center produces a perfectly placed wall.


It is only worth walling the entrance to your maze and every spot that runs parallel to it. Walling perpendicular to these spots is not recommended because these spots are 4 tiles wide instead of 3, and will result in a 1 tile opening that anybody can run through.

This picture might help explain it better



The green lines show the spots that are 3 tiles wide and will perfectly fit a wall of stone. The red lines show the spots which are 4 tiles wide and thus will leave a 1 tile gap, letting someone run through.

When you are walling the green spots, you can actually place a wall one tile in front of, and one tile behind the green line. I call these secondary wall spots (The spots with the green lines being main wall spots). The difference between a main wall spot and a secondary wall spot is just that people can teleport through the gap in a secondary wall spot, although they still cannot run through.

Showing all the main wall spots in green and all the secondary wall spots in orange


How many walls you should have up at once depends really on the skill level of the enemy flaggers who are trying to get in or out of your base. If you know the person has no mana, or no magery, or just don't know to cast dispel field/teleport, you can get away with only having a secondary wall up. If you're facing a quick flagger who knows how to teleport through the gaps of secondary walls, you'll want at least one main wall up, but preferably a main wall and a secondary wall up at the same time. This is because if you only have a secondary wall up, they can teleport through. And if you only have a main wall up, they can dispel field and walk right past you. With both a main wall and a secondary wall up, the only way for them to get by is to cast dispel field on a corner of the main wall, and then cast teleport to get through the secondary wall.

Keeping one main wall and one secondary wall up, along with a third wall precasted, will generally stop any flagger from getting through. Once the first wall you casted drops or is very close to dropping, that's when you'll want to release that precasted 3rd wall and even cast a 4th wall so you can have two up at once again.

That's all I really can think of and feel like writing right now. If anyone has any questions feel free to ask and I'll try to explain in more detail.
 
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wreckognize

Grandmaster
@Adam could you please add event points for walling at some rate, then curb abuse by adding a cooldown to the magic wall spell while in battle events?

This way it will be more of a team effort to wall and not able to be done by one single informed player.
 

Cack

Grandmaster
@Adam could you please add event points for walling at some rate, then curb abuse by adding a cooldown to the magic wall spell while in battle events?

This way it will be more of a team effort to wall and not able to be done by one single informed player.
well if they would adopt arch's idea of giving points only to the winning team, this would be a mute point.

Great guide Arch!
 

wreckognize

Grandmaster
Not really a moot point at all though.

Firstly because I doubt developers here intend to only give points to the winning team, especially while players can easily stack and then win every time. If they add a participant reward for the winning team it will be on top of points earned by individual players for their efforts.

I understand the need to ensure players in the random CTF's have a reason to actually try to win, but there also has to be a scoring balance that includes 100% of the players and not just 25%

Secondly I made two points, not one....

The other one being a cooldown on casting wall, ensuring that walling would be more of a team effort, with an event point bonus for those who do it.

I'd like to see it happen so that you can start casting wall before your last wall dissappears, so that you can target it in the same spot twice if players are not jamming up against it.
 

wreckognize

Grandmaster
Also I'd like to point out that you can simply set a hotkey for the actual tiles in the actual CTF arena instead of setting up target relative hotkeys.

Just make the same absolute target macros for actual spots in the arena, then you'll never have to worry about standing in the right spot.

You can still use directional target relative hotkeys for teleporting but might run into trouble at the entrance to the flag areas where there is a sharp decline in z axis.
 

Arch Enemy

Grandmaster
Also I'd like to point out that you can simply set a hotkey for the actual tiles in the actual CTF arena instead of setting up target relative hotkeys.

Just make the same absolute target macros for actual spots in the arena, then you'll never have to worry about standing in the right spot.

I don't recommend doing this because you would end up having TONS of hot keys. How in the world would you keep them all straight? 12 different spots for each base, and 4 different bases?

I mean, I guess you could set the absolute targets for your OWN base before each game starts, but that's really inconvenient, and then you still have dozens of other wall spots that aren't covered, like the other mazes, the entrance to each flag room, and the entrance to the middle from each base.

Also let's not argue about points in this thread please. I'd like to keep it related to helping people who want to learn walling or just want help with ctf strategies/templates in general.
 

wreckognize

Grandmaster
personally i switch my num keys up with 4 diff sets of macros. I've got keys for target rel at 8 tiles distance, and i can also switch them to 5 tiles distance. OR arcade mode hotkeys, OR boat movement commands. So for me those options always exist. What I've done is added recordings for targeting each important location of each base, then once I know which base I'm defending I set the ones for that base on ctrl+shift+1-6

Also if you disagree with what I've stated about the scoring you can feel free to say so here or anywhere really, it doesn't matter
 

Peav

Grandmaster
Also I'd like to point out that you can simply set a hotkey for the actual tiles in the actual CTF arena instead of setting up target relative hotkeys.

Just make the same absolute target macros for actual spots in the arena, then you'll never have to worry about standing in the right spot.

You can still use directional target relative hotkeys for teleporting but might run into trouble at the entrance to the flag areas where there is a sharp decline in z axis.

why would u make your life so hard? You know those relative macros are useful outside CTF too, right? and you wont have them up if you just absolute target in your arena and save it lol. The way i do it is i put all 4 sides on Q,W,E,R where Q is (South) - W (West) - E (East) - R (North) and i look on the minimap which direction i'm running and place a wall infront of the defenders. Each base entrance has different direction so if you don't know the directions minimap is a must to watch.

And for the points system they should implement my scoring system where every team member get a bonus points for their team capturing a flag, so wallers and defenders get points because they defended and helped to keep the flag to capture. Easy.
 

Akillah

Grandmaster
are you kidding me by writing this up?
fucking cast wall of stone and aim, it's not hard.
don't help noobs ruin my ctf caps even more.

#thanksobama
 

Cack

Grandmaster
are you kidding me by writing this up?
fucking cast wall of stone and aim, it's not hard.
don't help noobs ruin my ctf caps even more.

#thanksobama
Its faster to do it this way...think of it like having no hot keys having to double click the spell button the ntarget. It's similar to that.
Also sometimes your target location is out of sight.
 

eatriceiamnice

Journeyman
This just happened.

In real life, I build bridges. But in CTF I build walls.
 

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