[s]I have a question. Are you allowed to edit any of these maps for the purpose of &quot;IDLizing&quot; (idealizing) them for better play. For example:[/s] <br /><br />EDIT- The above was the initial premise of my post, but since I posted, I realize this question had just been asked WHILE I was typing. Carry On.<br /><br />ZDCTF11: Tribute<br /><br />Closing the gap. Taking the middle OUT of the map, and connecting both front entrances and pretty much rigging a new top entrance system?<br /><br />ZDCTF19: UAC Headquarters<br /><br />Same idea, bridging the gaps.<br /><br /><br />Well what I&#039;m getting at is that, middle play is good, for maps with flag rooms that are more close to the entrances. But maps that have long halls and/or a nice uncomfortable running distance between bases, are basically the ones that get annoying and old. <br /><br />and by IDLizing, its basically changing these maps that are suited for 4 vs 4 and up, and making them suited for 3 vs 3 WITHOUT losing its familiarity. Lets take another example:<br /><br />Exophase 3<br /><br />I would not miss for one second the middle of this map. I like the map, but its &quot;length&quot; is just no fun anymore. I like when theres a good chance to catch up to the enemy flag carrier within 30 seconds. If it takes a full minute (thats what it feels like sometimes) to traverse the map to get to the enemy base, theres an overwhelming feeling of helplessness when you have gotten into the middle after sprinting for a while, and then hear the enemy flag has been dropped. It almost doesn&#039;t matter what you do, because even if you wait for the full period for when the flag is returned automatically, you STILL haven&#039;t gotten to the enemy flag room.<br />__________________________________________<br />ZDCTF08: Something Epic<br /><br />This is a tough one, BECAUSE of all the options to get in, but without a skilled RJ&#039;ing O you are lucky to get out of the flag room, much less the base without being killed. The Rjumping has made the map alot more dynamic, but heres my bottom line.<br /><br />Not for 3 vs 3.<br /><br />I like the map. Its scary, heart pounding, you don&#039;t know where the fuck the enemy team is coming in at. As the D, you&#039;re shit is constantly scrambled. If you go check out the top ledge at the side where the enemy can run up, you&#039;ve forfeited your ability to defend the flag room until you return. I believe that yes, there HAVE been good games here. But honestly, not when EVERYONE knows most of the tricks to the map. Not too long ago, it was like, if you luckily had an rjumper on your team, you were in business, and if they had one, you needed a tactic to stop him. Its different when everyone and their frickin brother can do it.<br /><br /><br />It&#039;d be boss if maps weren&#039;t dropped so much as just re-mixed for 3 vs 3 play, but maps that were all about tactical advantage would become alot like 04,31,14 and so on. I myself wouldn&#039;t know if it was a good move until I played it like that, but I know that its possible that it could be more fun when the action stays fast paced. Defensive maps are face paced in a bad way. They make you sweat more, because you always feel a step behind the enemy O, and you&#039;re just biting at his ankles rather than staging an organized defense.<br /><br />As far as ZDCTF16: Return to Phobos goes....<br />You should just toss that shit in the trash IMO.