News:

UH SOMETHING BROKE HANG ON

Main Menu

Maps Silver should add to the server.

Started by Ultimate Umbreon, January 11, 2009, 07:42:29 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Red Alert

Quote from: Jono2 on January 20, 2009, 11:38:59 PM
Quote from: Red Alert on January 20, 2009, 11:16:18 PM
here's what you should do:

keep all your whacky and zany maps on the server, but don't make them part of the rotation. Switch to them as an intermission or whatever, just make sure it's very infrequent.

Make the main rotation good maps, like the popular stock maps and some decent customs.

this.

then add in:
Warpath (not warpath2.  warpath has alot more strategy to it)
some Arena maps
pl_frontier (though you really need alot of people for this map)
pl_cranetop
classic Well (looks outdated, but it's awesome)
basically any quality map they have on 2f2f
basically any quality map they have on proving grounds
ctf_2victorian


remove orangeX3 and orangeX4 and dangitnoodle (needs major refining, control points need less time to cap, environment is bland, too many cps)
add in king of the train to rtv or normal rotation
add in team_trial_final
add in some zombiemod maps to rtv
some easy jump maps (wdf scoutjump, jump_rush)
add in pacmanwtf to random rotation (not the old pacman one, the one with hooge ghosts)
add in Steel (as much as I hate it)
add in blackmesa


most of these maps can be found on 2f2f or proving grounds.
that's too much. Generally a rotation should have 10-15 maps. Well (cp), badlands, granary, gravel pit, dustbowl, goldrush, and badwater is 7. Fastlane isn't great but it's better than other custom pushes, stag is good, steel is good as well. That makes 10. Mach4 and Turbine are good for CTF, maybe add in 2fort if there's enough support for it (although I hate it). Pretty much all the maps you listed are terrible and the only one that would get more users is Warpath. Also, a random rotation will drive people away.

Hishipi

Quote from: Jono2 on January 21, 2009, 12:59:54 AM
Quote from: LightningSword on January 21, 2009, 12:01:30 AM
Quote from: Jono2 on January 20, 2009, 11:38:59 PM
then add in:
Warpath (not warpath2.  warpath has alot more strategy to it) Yes
some Arena maps Yes
pl_frontier (though you really need alot of people for this map) Maybe
pl_cranetop No
classic Well (looks outdated, but it's awesome) Yes
basically any quality map they have on 2f2f
basically any quality map they have on proving grounds
ctf_2victorian Maybe


remove orangeX3 and orangeX4 and dangitnoodle (needs major refining, control points need less time to cap, environment is bland, too many cps) (in order) Orange_x3 is already gone, no, and yes.
add in king of the train to rtv or normal rotation No
add in team_trial_final No
add in some zombiemod maps to rtv No
some easy jump maps (wdf scoutjump, jump_rush) No
add in pacmanwtf to random rotation (not the old pacman one, the one with hooge ghosts) No
add in Steel (as much as I hate it) Maybe
add in blackmesa Maybe
Answers in bold.

this is purely from an "attract a userbase" view.  I hate half of these maps, but they attract people.

pl_cranetop is awesome, but it rarely gets past the first stage, and the third stage is a steamroll for blu (seeing as how if they managed to survive stages 1 and 2, the more balanced 3 is a cakewalk).



differences between warpath and warpath2:

-The wood at the bottom can be built through, leading to sneak breaches that are hard to defend against.  The wood can only be broken by it's corresponding team (blu tunnel's wood can only be broken by red, red tunnel's wood can only be broken by blu) meaning that if a team is smart, and keeps their people in line, they can assault the 4th point (THE major chokeup on the map) from underground without fear of being attacked from underground.

-On warpath2, this is very different.  you cannot build through the wooden walls, meaning that you can't sneak attack the underground.  Each team can break the other team's wood and wall from the inside, meaning that the first team that captures point 3 has a major advantage (will never be sneak attacked from the underground if they so choose).

-on points 2 and 4 on Warpath, there are ledges leading up to the garage doors.  This leads to a choke point for people trying to get up, making it a better defence, while keeping away issues with ladders.

-on warpath2, there are ladders instead of the ledges.  This leads to problems, such as people being stuck on the ladder at the same time, spies being revealed incredibly easily by a dispenser at the top, and blocking of the jump from the spawn door to the building immediately on the right when you spawn.  When one attempts to jump, sometimes they will get on the ladder instead.

-on warpath, there is little cover on point 3.  this means that the superior force (attacking or defending) will always have an advantage.  However, the small amount of cover makes it easy for spies to uncloak, as nobody checks wide open areas for spies to uncloak.

-on warpath2, there are indestructible barrels sitting arbitrarily right beside the tunnel exits on point 3.  you can jump on them, but there's no point.  they provide so little cover that it's basically useless, it just stops the defense from seeing the offense when at certain angles.

-on warpath, you can get into any spawn that your team owns, at any point in the game.  This leads to distractions at the mid point, usually being annoying, but a good thing for spies.

-on warpath2, this is removed, and anyone inside a spawn when it is deactivated is trapped unless they swap classes/suicide.

-the ledges on the bridge in warpath2 are more pronounced than warpath.  this leads to annoyances in attempting to walk off the bridge.

-in warpath, points 2 and 4 are uncaptured upon round start, meaning you have to capture them before you can capture the middle point, which (in a good team) leads to scout rushes at the middle while the rest of the team captures the 2nd point.

-in warpath2, these are sealed, and everyone rushes the middle point instantly (which, on this map, isn't great because of the lack of cover.  it always ends in a massive bloodshed when one team falls back a bit, then resurges with reinforcements, capturing the middle point, the other team then resurges and captures it and holds).

There are other changes too, but I can't remember them.  I haven't played much warpath2.

Also, you can get on the roof of points 2 and 4 as engineer in both versions, which is really lame (I'd like for someone to retool this and make it into, say, warpathNSF, just to fix this.

I've played some warpath, but I never noticed how many differences there were. o_o
~Hishipi

Jono2

there aren't that many differences.  I've elaborated quite a bit

but the few changes that there are really change how the map flows.

for example, in warpath, an undergound assault is almost never attempted by a smart team unless it's a last ditch effort, simply because failure will allow the other team to take the middle point more easily (you then need resources in order to block the bottom tunnel, and a smart spy will get through 100% of the time unless you choke him inside their half of the tunnel.  If this isn't broken, spies are forced to take the ridge route, which is easy to get to the last point with, but difficult to get to the middle point with if anyone's watching the ridge).

in warpath2, an underground assault is done every time, so it's always expected, and stickies destroy the sentry right away 90% of the time.  much more spy friendly as a result, and an unsuccessful tunnel siege isn't as bad of a thing, as a good team will roll on through the 4th point anyways, or resurge after 3 is lost.  the edges of the bridge make it even easier for spies to get through, as it's harder for someone to look below the bridge.


warpath is more rewarding to a good spy (as it's easy to hide right under opponents' noses), warpath2 is easier to spy, but less rewarding.

oh, also, warpath2 looks a helluvalot different, there are less rock faces, more concrete walls, and as a result, less random pipe bomb bounces.  however, in doing so, the map maker made the tunnels smaller.



finally, warpath final has a roof over the bridge, and i dont know what other differences.

Quote from: LinkXLR on January 30, 2008, 09:10:54 PM
Quote from: famy on January 30, 2008, 08:36:30 PM
is big willy unleashed a will smith game

...I'm not even gonna touch this one.

SteamID: Lazylen