+ Reply to Thread
Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 45

Thread: dom_canalzone_b2

  1. #11
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
    Join Date
    Dec 2007
    Posts
    70

    Default

    None of that is really possible with the HUD. It has slots for text, but it's using 4 of them for the percentages already there (out of 5). They're good ideas, but they need to be fleshed out by Valve (or at least there needs to be documentation on the HUD more besides what there is... ie, close to nothing)

    I've decided to go with a system where blue can spawn on their side of the map and red can spawn on theirs, minus the fountain and small warehouses, which are more "central". Any team can spawn in those.

    So, it will be:

    Blue spawn locations (if they have those CP's):
    BLU Base
    Arch Room
    Library

    RED spawn locations (if they have those CP's):
    RED base
    Boathouse
    Balcony

    Overlapping spawn locations:
    Fountain
    Small Warehouse

    Keep in mind that if an enemy is present within the spawn area, players won't spawn there. Fountain/Small warehouse overlap because if RED were to have fountain it would definitely unbalance the map if they got fountain.

    This spawn change SHOULD allow for some sort of "fronts" to establish even if one team has CP's in the other's "side" of the map. It should also make games closer.

  2. #12
    Frickin Laser Focused icky's Avatar



    icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light icky is a glorious beacon of light
    Join Date
    Sep 2007
    Location
    Happy place
    Posts
    3,015

    Default

    I wasn't really proposing anything complicated in terms of what the HUD shows. I just think slightly different information should be presented.

    How about showing:
    1. Percentage of territory owned by each team
    2. A descending number for each team which, when it reaches zero, leads to victory for the other team

    One or both of those could be presented in the game, and the other could be presented as text in the HUD.

    Also, please make it so that the players only spawn at their home base. Engineers with teleporters can be used to get slow players to the front if that is desired. We can host a test map like that and do a direct comparison if you like.

  3. #13
    Arf
    Arf is offline
    Super Focused Arf is just really nice Arf is just really nice Arf is just really nice Arf is just really nice Arf is just really nice Arf is just really nice Arf is just really nice Arf is just really nice Arf is just really nice
    Join Date
    Sep 2007
    Posts
    659

    Default

    I think it would be better to have players spawning only in their home base.

    If you give Blu the Library/Arch Room they'll have quick access and the high ground on Fountain with quick access and control of most of the entrances to Arch Room. Plus both those flags reinforce each other quickly so if Red attacks Library the Blu team will respawn in Archway and be back within seconds. Compare that to Red where if Blu attacks Balcony Red reinforcements respawning in Boathouse will get beaten to the flag by Blu players spawning in Library.

  4. #14
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
    Join Date
    Dec 2007
    Posts
    70

    Default

    So that means if I allow red to spawn at fountain if they capture it, it would probably balance the arch/library thing (again that's assuming blue has both anyway). Doing it half and half actually is the best way after all then.

    There are only about 4-8 spawn points at each CP per team. There is a lot more at the base, so the chances of spawning there are already a lot higher.

    As I said, I don't want everyone spawning there because it'll just encourage spawn camping. This is a good compromise, because it doesn't put you on the other team's "side" of the map away from others on your team.

  5. #15
    Highly Focused Hephador's Avatar

    Hephador is contributing nicely Hephador is contributing nicely Hephador is contributing nicely Hephador is contributing nicely Hephador is contributing nicely Hephador is contributing nicely Hephador is contributing nicely Hephador is contributing nicely Hephador is contributing nicely
    Join Date
    Jul 2008
    Location
    The Cliffs of Insanity!!
    Posts
    408

    Default

    I tend to agree with Arf. However if you want to keep multiple spawns, I think you could go with something like...

    Red
    Red Spawn
    Red Warehouse (if controlled)

    Blue
    Blue Spawn
    Blue Warehouse (if controlled)

    Overlapping
    Library
    Fountain

    This would seem to have a little more symmetry and the warehouses (assuming they're controlled by the home team) offer access routes to the CP's across the top of the map and the spawns offer access to the bottom CP's and the overlapping CP's more or less in the middle.

    Edit since Vile posted right before me: The problem I think is that Library and Fountain aren't exactly equitable. As Arf pointed out, Library offers an advantage with the high ground (I think) and it seems a lot easier to attack Fountain from Library than vice versa.

    By the way, I forgot to say though that I did enjoy the map once I got a hang of where stuff was. Makes for some very interesting gameplay and team work.
    Last edited by Hephador; 07-28-2008 at 11:26 PM.

  6. #16
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
    Join Date
    Dec 2007
    Posts
    70

    Default

    You make a good point about Library and Fountain. I don't really want spawn locations in the warehouses only because they're kind of out of the way, and are better left to strategy in taking them rather than people spawning there.

    I think perhaps the best solution could be to have possible spawn points for blue at Small Warehouse / Arch Room, and red at Balcony and Boathouse. They seem to be the most "even" pairs without assigning any team an advantage if they have either fountain or library. Boathouse could be said to not have as easy access to something like Library, but boathouse can easily undermine arch room.

  7. #17
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
    Join Date
    Dec 2007
    Posts
    70

    Default

    Ok, here is the specific change in my readme:

    -Changed spawn locations to be team specific if they hold certain points. Blue has 8 spawn points at Arch Room and Small Warehouse in addition to 16 at main base (ONLY if those CP's are captured). Red has 8 spawn locations at Boathouse and Balcony (ONLY if those CP's are captured) as well as 16 in their base.


    I really think this will help balance it out some and not make it seem like people are coming from random locations. These areas are closely tied with each base. It also means that there shouldn't be any spawn camping. Honestly though, spawn camping of the base really shouldn't happen at all since it has 4 exits, but this adds another layer to it.

  8. #18
    Pantless Dancer Santa's Avatar
    Santa is just really nice Santa is just really nice Santa is just really nice Santa is just really nice Santa is just really nice Santa is just really nice Santa is just really nice Santa is just really nice Santa is just really nice Santa is just really nice Santa is just really nice
    Join Date
    Sep 2007
    Location
    Fort Worth, TX :)
    Age
    20
    Posts
    1,776
    Blog Entries
    1

    Default

    Looks like good changes. Will give feedback once we play with it.

  9. #19
    Highly Focused Braidedheadman's Avatar Braidedheadman seems not to be totally full of crap Braidedheadman seems not to be totally full of crap Braidedheadman seems not to be totally full of crap
    Join Date
    Jan 2008
    Posts
    339

    Default

    Played this map tonight and was not impressed with what I found. It may have been said before, I don't know. I'm only here to give my 2c worth of feedback and leave it at that. I'm not interested in the wider debate and haven't read the whole thread. So here it is.

    Large maps with lots of twisty-turny alleyways, stairs, elevators, doors, and boatload of CPs does not a fun experience make. It's overloaded maps like these that made a bunch of the custom maps in POE2 a real pain in the ass to play at times too, if you'll recall. Point hopping and listening to GlaDOS (or whatever you want to call her/it) inform me that a point was being captured every 5 seconds really, REALLY began to grate on the nerves after a while. To say nothing of the frustration at playing yet another complicated map where the only way to learn its ins and outs is either to soak up a ton of kills and see only 25% of the map in a round or go offline and do a run through for a half hour with my hand wrapped around my...[Garbled Static]

    [Garbled Static]... I will say that the most annoying part was definitely the CP hopping and listening to GlaDOS go on and on about CP captures... [Garbled Static]

    [Signal lost]

  10. #20
    -F33- BaneII's Avatar BaneII is contributing nicely BaneII is contributing nicely BaneII is contributing nicely BaneII is contributing nicely BaneII is contributing nicely BaneII is contributing nicely BaneII is contributing nicely BaneII is contributing nicely
    Join Date
    Dec 2007
    Location
    Durham, NC
    Posts
    330

    Default

    I really like this map. Any map that gets away from straight-line battles in narrow hallways and gives you multiple options to win is a good thing in my book. Anyone can make a CTF or 5 control point map, but a new style play is few and far between. TF2 is almost a year old and I'm really tired of seeing Dustbowl over and over again.

    The key to this map is sticking with your teammates. Since there are still many players that don't understand that and just spread out, you will get the wack-a-mole play. However, that is a problem with the player, not the map. Some people don't understand that you don't have to keep attacking, but you can stand still and defend when you have enough control points. Anyone who came from BF2 should understand that. Just because this is a cartoony game, it doesnt' make the tactics any different.

    Only problem is still not knowing where you will spawn. Unlike BF2 where you can choose to spawn, I still have no idea which location I will be appearing. This makes it difficult to regroup with your teammates. I understand worrying about spawn camping, but I think that can be easily fixed by having multiple exits from a spawn room. Plus the CP's aren't that far from each other, so it's not that long of a trip back.

    Great job, Vilepickle.

+ Reply to Thread
Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts