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im still loling !
Created 21st December 2009 @ 20:30
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hahahah epic, +attack. Taig indeed lol
Last edited by KOVACS,
I dont get it
lol. n1 :D
As rightly said Robin Walker in the interview: “Team Fortress is a series of long battles”.* But in the pro game these battles occur suddenly. The suddenness is the key to a professional map.
Example #1: the last point of granary. Demoman jumping on the last point. Behind him are the same jumps make the soldiers and scouts. Less than 1 second and the game situation becomes to dangerous and tense. Quick professional players’ reactions help to win this fight.
Example #2: the last point of badlands. There is a closed space and the long jump is not possible. But there is a route that leads straight to the point. 1 second also may create a dangerous situation. A great example – amazing game of my friend TopGear: http://www.digital-illusion.net/owned.wmv
The last point on the map coldfront, as well as many new maps Valve (gorge etc) – inability to create the sudden(!) dangerous situation for both(!) teams. Therefore, the pro players do not like these maps.
Summary:
1. Availability of maps of properties that allow you to make a sudden emergency for both teams is the key to the success at pro scene.
2. When the space on the control point is open – create objects at different height levels for jumping to there (for example – two tubes at the granary).
3. When the space on the control point closer – create 1 or 2 routes almost to the point.
(*) Original quote: “One of the characteristics you see amid some of the very successful FPS’s like Counter-Strike and Modern Warfare is that they tend to have very lethal combat. More lethal than we have, but we never have a customer say “we wish the combat was more lethal in Team Fortress”. We do occasionally get customers saying they wish it was less lethal.” (Interview: “Valve on the future of Team Fortress 2”.)
Last edited by Angel,
Quoted from Angel
As rightly said Robin Walker in the interview: “Team Fortress is a series of long battles”.* But in the pro game these battles occur suddenly. The suddenness is the key to a professional map.
Example #1: the last point of granary. Demoman jumping on the last point. Behind him are the same jumps make the soldiers and scouts. Less than 1 second and the game situation becomes to dangerous and tense. Quick professional players’ reactions help to win this fight.
Example #2: the last point of badlands. There is a closed space and the long jump is not possible. But there is a route that leads straight to the point. 1 second also may create a dangerous situation. A great example – amazing game of my friend TopGear: http://www.digital-illusion.net/owned.wmv
The last point on the map coldfront, as well as many new maps Valve (gorge etc) – inability to create the sudden(!) dangerous situation for both(!) teams. Therefore, the pro players do not like these maps.
Summary:
1. Availability of maps of properties that allow you to make a sudden emergency for both teams is the key to the success at pro scene.
2. When the space on the control point is open – create objects at different height levels for jumping to there (for example – two tubes at the granary).
3. When the space on the control point closer – create 1 or 2 routes almost to the point.
(*) Original quote: “One of the characteristics you see amid some of the very successful FPS’s like Counter-Strike and Modern Warfare is that they tend to have very lethal combat. More lethal than we have, but we never have a customer say “we wish the combat was more lethal in Team Fortress”. We do occasionally get customers saying they wish it was less lethal.” (Interview: “Valve on the future of Team Fortress
2”.)
say WHAT?
Quoted from Dummy
say WHAT?
NO NO MAN, you’re making me fall asleep. To DEATH bro!
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