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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
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07-17-2006
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Uke
Fort Warrior
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Join Date: Mar 2005
Location: UK
Posts: 1,213
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League map revision
After discussing the issue with a few players, I've noticed many of the league maps are really not suitable to be included.
1. sf_city: The map is too big for the game, the game play is clunky and the ramps just feel wrong.
2. sf_overload: While there is no problem with the gameplay or layout of the map, the clutter in the middle is unevenly distributed granting one team an advantage (well, the ones with the dumpster lid <3)
3. sf_abandon: I'm not too sure about this one, the size is just too small compared to other maps and the block limit seems insanely high (+it is dominated by rocketeers)
Although, this just leaves valley, skywalk and fronts. So, something like deck should be added to balance things out a little.
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07-17-2006
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Experienced Builder
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Join Date: Apr 2005
Posts: 347
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Sf overload is fixed, just havn't uploaded yet  City I do see as perhaps too big but perhaps not. We should have another get together and have everyone create a bigger and better maplist.
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07-17-2006
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Danger to modern society
Flag Capper
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Join Date: Sep 2005
Location: Land of the Dutch
Posts: 2,109
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Damm, if we just made abandon a little bit higher so you cant rocket jump the sides...
I still disagree on that one monkey, because we played loads of games and matches on abandon and it was always a great game to play.
Mabye make a abandonv2 that would make it slightly larger and higher?
Your not gonna start souding like entro, will yeh lemon :P :P :P :P
__________________
Quote:
Originally Posted by Sol
zerocool is secretly planning to dominate the whole earth and take possession of all its riches.
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07-17-2006
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Suverin Clan ******
Veteran Fort God
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Join Date: Apr 2005
Posts: 6,741
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I reckon khus' map should be added to the league maps, it's great and everyone liked it on the suverin server yesterday.
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07-17-2006
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LEVEL UP
Flag Capper
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Join Date: Mar 2005
Location: Southern California
Posts: 3,937
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Abandon is just a straight rocket shit-hole. There's really no reason to have a scout since the flags are so close together, soldiers aren't very useful since rocketeers just blow the fuck out of everything, and snipers are as useless as ever.
The only two classes anyone should play as on abandon are the rocketeer and engineer, and either of those classes can easily cap. If a map has such problems, it shouldn't even be considered for competitive play. It's also extremely easy to make a fairly impenetrable fort without using all 35 blocks.
City is too big and is just akward with the ramps. There's also some invisible walls towards the cieling that prevent players from hopping from roof to roof on one side.
If Overload is fixed, then cool. Hopefully you took out the garbage?
I'd like to see deck added, as it has some of the best flowing non-stalemate prone gameplay of all the maps we have. Alot of the newer maps people are putting out kind of have a competitive feel, but have little problems that would stop them from being great. I havn't gotten a chance to play Khuskan's map yet.
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07-17-2006
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completly uninfluenced
Master Craftsman
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Join Date: Nov 2005
Location: Austria
Posts: 697
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Abandon is a VERY good league map! And why do you have the class limit system? Of course snipers are quite useless on abandon, but they aren't really useful at all (my opinion).
Why shouldn't soldiers be effective on abandon? They are of course effective, but not on the sides, because there they are an easy target for rocketeers, but for example if a soldier would be on a ramp the rocketeers would get desperate to kill him!
Plus: Scouts are of course effective if you have a fast way to the flag on abandon and it's the only class that can escape on abandon quite easily from the enemy's rocketeers.
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07-17-2006
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LEVEL UP
Flag Capper
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Join Date: Mar 2005
Location: Southern California
Posts: 3,937
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Quote:
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Originally Posted by PhilDerChill
And why do you have the class limit system?
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It's there for pubs, and most servers don't even use it I think. It definitely shouldn't be turned on in league play.
Quote:
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Why shouldn't soldiers be effective on abandon? They are of course effective, but not on the sides, because there they are an easy target for rocketeers, but for example if a soldier would be on a ramp the rocketeers would get desperate to kill him!
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Soldiers are effective, sure, but not compared to rocketeers. Rocketeers absolutely conquer the midfield and the sides, and that's really the only fighting that happens.
Quote:
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Plus: Scouts are of course effective if you have a fast way to the flag on abandon and it's the only class that can escape on abandon quite easily from the enemy's rocketeers.
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An engineer is just about as fast during sprint, and given the small size of the map, any class is going to be fast enough to grab, escape, and capture. The problem with the scout is that it's so weak that it wont make it past the front wall of a semi-competent team who recognizes that they just need to play as rocketeers to win.
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07-17-2006
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Danger to modern society
Flag Capper
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Join Date: Sep 2005
Location: Land of the Dutch
Posts: 2,109
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Aarrggh entro, your babbeling about competive play is really, really starting to get annoying now.
You say overload will be nice to play once it fixed.. well once abandon is fixed as I suggested it would be fun to!
Their is no meaning of getting this serious about that dumb league, ITS ALL FOR FUN!
Abandon is a fun map to play, so its also a fun map to play as clan vs. clan.
Their will probally never be any professional games in sourceforts, so the league will just all be a fun tournament. And since abandon is one of the favourite old skool maps around we should play it.
This place is reserved for a link I still need to find.
__________________
Quote:
Originally Posted by Sol
zerocool is secretly planning to dominate the whole earth and take possession of all its riches.
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07-17-2006
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ADMINISTRATOR!
Veteran Fort God
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Join Date: Aug 2005
Posts: 4,467
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Quote:
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Originally Posted by RedXIII
I reckon khus' map should be added to the league maps, it's great and everyone liked it on the suverin server yesterday.
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I'm going to need to optimise that, FPS's at present are a bitch on it.
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07-17-2006
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completly uninfluenced
Master Craftsman
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Join Date: Nov 2005
Location: Austria
Posts: 697
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Quote:
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Originally Posted by entRo
Quote:
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Originally Posted by PhilDerChill
And why do you have the class limit system?
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It's there for pubs, and most servers don't even use it I think. It definitely shouldn't be turned on in league play.
Quote:
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Why shouldn't soldiers be effective on abandon? They are of course effective, but not on the sides, because there they are an easy target for rocketeers, but for example if a soldier would be on a ramp the rocketeers would get desperate to kill him!
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Soldiers are effective, sure, but not compared to rocketeers. Rocketeers absolutely conquer the midfield and the sides, and that's really the only fighting that happens.
Quote:
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Plus: Scouts are of course effective if you have a fast way to the flag on abandon and it's the only class that can escape on abandon quite easily from the enemy's rocketeers.
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An engineer is just about as fast during sprint, and given the small size of the map, any class is going to be fast enough to grab, escape, and capture. The problem with the scout is that it's so weak that it wont make it past the front wall of a semi-competent team who recognizes that they just need to play as rocketeers to win.
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Haha have you ever played abandon clan vs clan or just pubbing?!
-Soldiers CAN control the midfield
-Soldiers can destroy panels effectively (rocketeers can't)
-the sprint power of the engineer won't last long enough
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