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ctf_impact
Old 12-23-2007, 03:36 PM   #1 (permalink)
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Question ctf_impact

Please see the TF2 Map Rotation for the current status of this map on the TF2 server.

Current version: ctf_impact2

Other download locations:

http://vilepickle.com/map/ctf_impact2.7z
http://vilepickle.com/map/ctf_impact2.zip

More info about the map here.

Please pre-download this map if possible. You will load faster and save bandwidth on our fast download server.

ctf_impact2.cfg:

Code:
mp_timelimit "30" 
mp_winlimit "1" 
tf_flag_caps_per_round "3" 
mp_stalemate_enable "1"
Please leave any feedback you have about this map in this thread. Your feedback will determine if it makes it into the rotation or if it hits the scrap heap.
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Last edited by Bommando; 02-14-2008 at 01:21 PM.
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Re: ctf_impact_b4
Old 12-23-2007, 10:10 PM   #2 (permalink)
I like it like that
 
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Default Re: ctf_impact_b4

Played a game of this earlier today and it was a lot of fun. How exactly do you break the glass? Not quite sure how this is done. Also can you break the glass in your own base or only the enemy base?
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Re: ctf_impact_b4
Old 12-23-2007, 10:40 PM   #3 (permalink)
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Default Re: ctf_impact_b4

The glass takes about a clip or so of pipes to break in damage. It rebuilds itself after 3 minutes so it's kind of a tactical element to the map.

In the final version the wall between the skylight room and the front entrance is removed to open it up more, as it's pretty bottlenecked there. The side entrance door is also much larger.
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Re: ctf_impact_b4
Old 12-23-2007, 10:41 PM   #4 (permalink)
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Default Re: ctf_impact_b4

Welcome to our forum, vilepickle!
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Re: ctf_impact
Old 12-27-2007, 02:11 PM   #5 (permalink)
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Default Re: ctf_impact

A couple of people have whined about not liking the map (not TG7 members, but regulars). I'm just curious to get more opinions, since I haven't had a chance to play it more.

The main claim is that it's too difficult to capture the Intelligence, especially the 5 times required for the win.

Can I get more feedback as to whether anyone agrees, or do we just chalk it up to the normal habitual whiners we ignore?
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Re: ctf_impact
Old 12-27-2007, 05:07 PM   #6 (permalink)
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Default Re: ctf_impact

Haven't played it since I've been AFK visiting family for the break, but just on the face of it, if a map requires teamwork to get shit done, that's generally a good thing.
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Re: ctf_impact
Old 12-27-2007, 06:34 PM   #7 (permalink)
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Default Re: ctf_impact

It is always tough to judge a map in the early stages before everyone gets familiar with the layout. I have played it around 5 times now and we still haven't reached the stage where both teams know where they are going.

I started out disliking it, but I am growing to like it more.

My general thoughts on the map:
  • the outside route is interesting and good[/*:m:4cf7b]
  • the front door is hardly noticed by new people, so the front area and the battlements are usually empty[/*:m:4cf7b]
  • because of the last point, spies have free reign in the middle[/*:m:4cf7b]
  • there are lots of sentry options both on offense and defense[/*:m:4cf7b]


Many of the complaints about maps have been of the more general nature, where too many new maps are killing the server population. I think we need to slow down the introduction of new maps on the server. We should spend more time doing MANUAL loading of new maps so that when the server is unattended it sticks to what is familiar. (just wanted to make sure this point got noted :lol: )
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Re: ctf_impact
Old 12-27-2007, 07:25 PM   #8 (permalink)
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Default Re: ctf_impact

It's designed primarily with match play in mind, so if it isn't optimal with a pub setting that's semi-ok with me. The one thing I've noticed over my playtesting on publics is that sentries are pretty powerful. In the final this should be remedied some by opening up the front RR entrance significantly so it's not so cramped, as well as the side entrance. Those are unintentional choke points that shouldn't be.
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Re: ctf_impact
Old 12-28-2007, 03:44 AM   #9 (permalink)
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Default Re: ctf_impact

Damnit, wish I was back home so I could play all these new maps you guys are testing. Very cool that we've got the map's author here in our forum 8-)
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Re: ctf_impact
Old 12-28-2007, 06:25 AM   #10 (permalink)
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Default Re: ctf_impact

I think its got potential when people know where theyre going.
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