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cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
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Quoted from JOHNNYJACKAL
[…]
I find it a bit odd that you reply to with a simple sigh byte, to one of the more constructive post in this thread.
Not saying I agree with Waster here.
But atleast give the guy a run for his arguments.
im sure if u check back a few pages he answered these types or arguments 100 times and more :D
Thats because his pointers have already been discussed and had a reply in this thread, people need to go read the feedback given by others as I really don’t want to repeat myself, sounds fair no?
In summary its what wildcard has said people seem to think it’s meant to be like badlands and granary? but if i wanted to make it exactly like them then whats the point in making a map? might as well just leave it at cp_badlands and granary.
The map is called obscure for a reason, for those with half a brain you’ll notice you have to use obscure tactics something which is out of most clans depth to proceed, having said this obviously if a team rick rolls then u get rick rolled through the entire map but what if you get 2 even teams? It then goes down to the battle of the strats and individual skill of a player changing to a particular class.
The fact that people are saying it’s slow makes me smirk a little but at the same time makes me sigh because it’s just lack of game play, knowledge and watching (as it’s not being played yet in leagues so people can’t watch src tv and so on).
Wait until you’ve played the map well enough you’ll notice certain things you wouldn’t do in say badlands or granary but have to in obscure…
Believe me this map is fast paced if you understand it and by that i mean if you go sit down and think up some strats for your clan, it’s definitely not slow.
One thing i’d like to guarantee is that this map definitely lets the “lower” skilled clans have more of a chance winning being that the tactics and strats have to be more obscure than a normal map, something which i’ve noticed lower skilled players use i.e. more obscure routes/tactics.
The hint and secret to the map in terms of winning is the map name ‘cp_obscure‘, no doubt if the skill ratio is too high no matter how obscure you will lose as there’s only so much a map can cater for all kinds of game play and players skill, but apply the knowledge of ‘obscurity’ in your tactics and see where you get.
Cheers
Byte
Also what sneis said but nm i did it “again” sneis ;( lol.
<3
Cheers
Byte
This map doesn’t differ from gran/blands in terms of offering “obscure” routes. I’m not saying it’s bad the way it is now, but calling the obscure routes the maps trademark just makes me lol.
Excuse me if i didnt read 40 pages of posts.
I know a map should be unique and it shouldnt be a second badlands or granary. But i dont see the point in making a second fastlane. Especially with the knowledge that fastlane isnt popular at all.
I simply dont see the obscure tactics at all.
1) There are very few ways to the cappoints. Reducing the amount of tactics
2) Lack of height and terrain will reduce creative tactics.
3) You can see all across the map. There are few obstructions. Any tactic will be spotted immediately.
4) You cant be flanked, so you never have to watch your back.
If there are obscure tactics on cp_obscure, then there are obscure tactics on all maps. But yeah. Im definitely interested in the topgames of the 3rd week.
You mean fastlane with fps-drops.
Simple fact is that it’s too sniper and demoman friendly. Both of these classes grind the speed of the game right down and this contributes massively to why this map often plays so slow – made worse by the inability for scouts to get behind undetected.
Its a good map which could be a great map, make another route (perhaps an under-passage) from middle to 4th with an exit in the respawn room and another route (perhaps a drop-down vent) from lobby area to an exit near their right-respawn door to prevent them from retreating to the resupply area during an attack on final.
Quoted from Fragga
Simple fact is that it’s too sniper and demoman friendly. Both of these classes grind the speed of the game right down and this contributes massively to why this map often plays so slow – made worse by the inability for scouts to get behind undetected.
Its a good map which could be a great map, make another route (perhaps an under-passage) from middle to 4th with an exit in the respawn room and another route (perhaps a drop-down vent) from lobby area to an exit near their right-respawn door to prevent them from retreating to the resupply area during an attack on final.
Quoted from Fragga
made worse by the inability for scouts to get behind undetected.
But but but, it is like called obscure because it has like obscured passage ways or something. Right?
Nah, 100% agree. It needs 2 more passage ways. Main reason for sniper dominance is that it’s very long and open but not very wide.
God you can’t half whine Koeitje, and wait for rc2 please some fundamental changes are coming along with a massive visual change on cp1 :)
There was going to be a release today however i’ve asked for some geometric/layout change/addition to certain areas of the map which will make it flow even more, (including a blind spot for scouts to get behind from cp2 to cp3 and vice versa)
I think fragga’s comment is a constructive one to a point however it being sniper friendly is a definite disagreement from me, due to the changes upcoming a sniper being flanked is more inevitable is the reason i say this. :D but it’s definitely demoman heaven in terms of sticky traps. This will be rectified in a particular area on the map however as for the beams you’ll just have to deal with it, least you can see them next to the beam rather than in a rock or a plank of wood which has a hole huh? :-)
Cheers
Byte
Last edited by byte,
So at first you were like no it isnt, now you like it is, but it will get changed.
Sounds obscure to me!
=D <<<<< <!!!!!!
Last edited by Nmx,
“due to the changes upcoming” i said meaning because of some game play changes i’ve made the chances of flanking a sniper will be alot higher =) especially on cp3.
Cheers
Byte
Mmm… My only comment on that would be you can only effectively push from the right side (house side, or left side if your holding from cp3->cp2) from cp2 -> cp3. Pushing from canyon side results in you getting spammed to shit and forcing uber extremely early; you’re also at a height disadvantage from the point go.
Yeah would be nice to see the canyon route getting used more, but you’re pretty much always at a disadvantage when using it (with the map being in its current form)
Quoted from byte
“due to the changes upcoming” i said meaning because of some game play changes i’ve made the chances of flanking a sniper will be alot higher =) especially on cp3.
Cheers
Byte
Well, you can’t say we are wrong then. Because you are talking about future changes ;). You just admitted we were right and you had to fix it.
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