Forum
cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
Add A Reply Pages: « Previous 1 ... 36 37 38 ... 109 Next »
Quoted from Mark
Try pyro on offense.
Should it really be necessary to change your class lineup just to cap a single point?
yes it is :)
just try sniper pyro heavy spy when attacking last, it works wonders and is more fun for your scouts
Quoted from Randdalf
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.jpgThe rounds just never end
I have to agree with this.
The three last times I’ve played obscure with idk, it always ended 2-0.
The last two times we played obscure, we played granary/badlands afterwards, which ended 7-2 and 5-5.
So in my experience with the map, obscure is a low-scoring map. Then you can argue whether that’s bad or good — or whether it’s just a matter of inexperience on the map.
I did notice that it’s a bit harder to roll a round on obscure, which might also explain the lower scores.
I found some sticky traps/bugs in a mix yesterday, i think some of those weren’t meant to work?! ^^
http://www.wegame.com/watch/obscure_rc1-bugs/
btw. the map is very good, keep doing the good work. ;)
Last edited by GriZZly,
I’d argue that the difference between Obscure and Fastlane, given that both of them are potentially quite low scoring maps, is that on Fastlane it’s fairly easy to defend the last point but an absolute bitch to recapture 2nd .. hence teams really dig in at last and just stay there for 10 minutes at a time (not fun) until the enemy either finally manages to overwhelm them or wipes so spectacularly that they can retake 2nd. On obscure on the other hand taking back 2nd without giving up a backcap is a lot more feasible and as such the location of the fight shifts about a lot more which for me makes it a more dynamic/fun map than Fastlane ever was despite the end scores potentially being similar.
Also I have to say that I like the idea that teams might have to make some interesting tactical decisions (running a spy/sniper/heavy/even a pyro) in order to push last.. I mean isn’t that one of the things people complain about in comp tf2 most? The lack of class diversity? Well here’s an opportunity where teams are forced to mix it up and the one that manages to do so the best gets a real bonus on this map.. sounds ideal to me :)
Quoted from Spaceboy McGhee
Also I have to say that I like the idea that teams might have to make some interesting tactical decisions (running a spy/sniper/heavy/even a pyro) in order to push last.. I mean isn’t that one of the things people complain about in comp tf2 most? The lack of class diversity? Well here’s an opportunity where teams are forced to mix it up and the one that manages to do so the best gets a real bonus on this map.. sounds ideal to me :)
You’re forgetting the fact that the only way to switch classes would be to die, which puts the defenders at an even larger advantage.
nice ^^
Quoted from Extremer
[…]
You’re forgetting the fact that the only way to switch classes would be to die, which puts the defenders at an even larger advantage.
Oh yeah, fair point :)
Quoted from Extremer
[…]
You’re forgetting the fact that the only way to switch classes would be to die, which puts the defenders at an even larger advantage.
Design a resupply that you cant use to regain HP but you can switch classes, place those in optimum places on the map (where people would most likely want to change line-up) and see how it goes! =]
Quoted from Randdalf
[…]
Should it really be necessary to change your class lineup just to cap a single point?
God forbid Randalf, not having to change from the usual 2 soldiers 2 scouts 1 medic 1 demoman class tactic…God Forbid…
This map gives advantage to all skill levels (obviously within reason) i.e. you said on obscure the score was only 2-0 yet on badlands they rick rolled u?
Surely thats a good thing about the map? Most of it is inexperience of not knowing the map as f2 has stated, the scoring is lower yes however if you are clever enough to figure out what to do where to go with whom and with what class it’s easily possible to own every point except the last one…
So i see no excuse…maybe a map making use of all 8 (pyro 9 u’d have to be some sort of Swedish Sneis pro) :p is a good thing? players/clans get to see how versatile teams are and how versatile an individual player is?
I think due to the lack of demos/vod experience on it people just find it difficult how to understand the map as most usually learn their strats off other stv demos or a mentor in which neither have experienced yet, most of the upper div players can understand the map it’s fairly linear so you should maybe reference back to cp_granary and see how one attacks cp3 to cp2 left or right etc (thats just one example).
The timer is 6 minutes purely as punishment, makes people have to make quick and snappy decisions and hope that they did it correctly rather than sitting on their ass for 8 minutes and jus buying time or trying to figure out what to do next….
rc2 is out soon.
Cheers
Byte
Quoted from Deleteme
[…]
Design a resupply that you cant use to regain HP but you can switch classes, place those in optimum places on the map (where people would most likely want to change line-up) and see how it goes! =]
When u change class, you will get full hp and ammo :)
Quoted from wer
[…]When u change class, you will get full hp and ammo :)
apart from that, im afraid that “designing a resupply” without the related entity func_regenerate that says: “Hi, go touch me and you’ll have full hp and ammo” is more or less impossible, since it would have to be valve to make up an entity like “func_changeclassonly”… and im afraid they wont do that for a single custom map only.
Add A Reply Pages: « Previous 1 ... 36 37 38 ... 109 Next »