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cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
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less trolling Gibbz :x
Cheers
Byte
Honey does that mean it does happen on dxlevel 81? :P i mean is that what you were running when you had that bug? Or?
Yeah, it happens on dxlevel 81 but not 95. I’m basically using m0res config but with some small changes.
Who even uses dx81? Atleast for me and some others i know it lags unlike dx80 , but there is NO graphics difference whatsoever. And i have 150fps in all places in the map , no drops. So maybe you could try dx80 instead of 81.
The lobby area at cp1 when your walking out from cp1 into lobby and looking left and right is a major issue in terms of fps drops as i have noticed not in 6v6 but in 12v12.
Also cp2 area in some will be tweaked too!
There being addressed do not worry :)
Aye i can’t repeat that bug honey unless i used your setup in which i probably could which has concluded me to think that its a client side problem rather than a map problem!
Cheers
Byte
Sorry if this has already been said, the 1st spawns in my opinion need tweaking so as soon as you walk in both spawn doors you can change class without suiciding, as carelessly killed myself while changing class in the gap between the spawn doors and the spawn area
the map is epic tho :D
Quoted from Dav1dd
Sorry if this has already been said, the 1st spawns in my opinion need tweaking so as soon as you walk in both spawn doors you can change class without suiciding, as carelessly killed myself while changing class in the gap between the spawn doors and the spawn area
the map is epic tho :D
Thanks for the compliment mate, although i do agree with you where you change class is strenuous to remember especially when it’s an intense match, however mate if i was to make the top right and bottom left small area “class changeable” it would become like fastlane and too much stalemate + impossible for attackers to win.
Typical Example is…
Defending Sniper top right, gets a cheap kill by getting a scout then he knows that the attackers have uber advantage and uber out on capture point 1, so the sniper just switches from his spot from sniper to heavy and does a 4 second run to get to the top/drop down to the cap point and save….
This is too imbalanced and would make it too easy for defenders hence the restrictions are in place.
Cheers
Byte
put the door’s further back!
than the sniper or whatever is on top right cant run into a save spot without getting spamed…and still needs to walk like 4 sek. to switch class.
Last edited by flix,
Don’t know if someone asked for this before (don’t want to read 36pages…).
But what is the point of the house on the left of CP2 (defending view) ? Nothing in it. I mean, no munitions, no health, just 2 doors on the floor and stairs.
I havn’t tested it in war so I think I don’t see all subtilities of this map ;)
Quoted from Gheedz
Don’t know if someone asked for this before (don’t want to read 36pages…).
But what is the point of the house on the left of CP2 (defending view) ? Nothing in it. I mean, no munitions, no health, just 2 doors on the floor and stairs.
I havn’t tested it in war so I think I don’t see all subtilities of this map ;)
I think that house is there to make flanking easier. Unless defense always has someone on top of the create it is possible for the attackers to have a scout get unseen all the way to through that house, then even possibly hide in there until his team decides to push.
http://img163.imageshack.us/i/cpobscurerc10005.jpg/
http://img696.imageshack.us/i/cpobscurerc10004.jpg/
I don’t know if someone pointed this out before, but it’s still possible to stand here (on both sides).
Last edited by Warmaster,
I think there’s one huge-ass issue with the map. It’s not visuals – it’s gameplay.
This is how our 3 ladder matches on obscure have ended after 30 minutes:
http://etf2l.org/wp-content/uploads/2010/01/Obscure.jpg
http://dl.dropbox.com/u/1085379/cp_obscure_b40168.jpg
http://dl.dropbox.com/u/1085379/cp_obscure_rc10000.jpg
The rounds just never end, and if they do it’s because of the obscenely short timer. You could say we were paired against teams we were matched with, but box3 subsequently went on to dominate us on badlands, and WDW had controlled the previous match on granary against us. It’s not an issue just with us though; in the final games of the obscure cup which was afaik on b2), 2/3 matches ended 1-0 http://etf2l.org/matches/15262/ http://etf2l.org/matches/15260/ (one which had a really long golden cap round). Yes it was on an old version of the map, however, it is quite obvious the problem still occurs, as with my screenshots above.
If anything, the 7 minute round timer has made problems worse, with rounds stalemating 3 minutes before they usually would in other matches. In fact, the only other map I’ve seen a stalemate in was on Well, and that was us purposfully turtling the 2nd point to keep our lead.
What it comes down to, is the final point. An area I don’t think has changed much at all from b2->rc1. A point which is obviously the cause of the problem, as there’s usually a nice back and forth between 2nd->mid->4th, but it’s very hard indeed to capture the final point.
When a team doesn’t know the map, or is obviously inferior to the other team, it’s a given one will have the advantage. But when you have 2 evenly matched teams (or not even that), it just gives way to a frankly dull match, with teams able to easily and consistently defend the final point without much trouble. It’s worse than Fastlane.
These are not opinions or slander, it’s simply my experience of playing the map, after having played it several times. Some would call it intense, I just call it boring.
Last edited by Randdalf,
Quoted from baerbel
go heavy sniper spy pyro at last!
It’s what we did… when defending.
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