Time to shake up #13 maps?

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Re: Time to shake up #13 maps?

Unread postby Otto-matic » 2 Jul 12, 10:19 am

Steel is good, just the players are awful :D
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Re: Time to shake up #13 maps?

Unread postby Jez » 2 Jul 12, 9:27 pm

Is there a particular reason #13 doesn't allow replays?
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Re: Time to shake up #13 maps?

Unread postby tacitus42 » 2 Jul 12, 9:59 pm

You tried your hardest, Mythor :?
Personally I love steel. I always hated it until I got used to it and learned the map, now I love it. Though you are right in that just about every game of steel is the same.
And I never say no to any of the old school maps: gravel, hydro etc.
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Re: Time to shake up #13 maps?

Unread postby goosmurf » 3 Jul 12, 3:54 pm

tacitus42 wrote:Personally I love steel. I always hated it until I got used to it and learned the map, now I love it. Though you are right in that just about every game of steel is the same.


Agreed. I also love Steel but it has a certain sameness to it. Though #13 is also one of the few servers I know of that has it in rotation (and not a full rotation).

I'd love to see Egypt get taken out, or at the very least have a shorter timelimit (maybe 20 minutes?).

Doomsday: the variety is fun but maybe 15-20 minutes is enough, it's a very same-every-round sorta map; fairly low team co-ordination, it's really just a game of combined DM strength and DM gets a little tired after 15 minutes.

Upward is frustrating because it's the only map on the whole server that doesn't respect a hard timelimit, I wonder if tuning it down to 20 or 25 minutes would bring the overall map length in line with the others.

Would love to see Dustbowl in the mix -- definitely with hard timelimit.

Speaking of hard timelimits -- last night I started Hoodoo on Red, Blu won 3 stages. Now we attack and won first 2 stages. We're literally 3cm from capping stage 3 out and timelimit kicks in. Talk about being robbed. I've also never laughed so hard due to timelimit before. :D

tl;dr:
  • add cp_dustbowl, hard timelimit = 30?
  • remove cp_egypt || cp_egypt timelimit = 20
  • sd_doomsday timelimit = 20
  • cp_upward timelimit = 20 (only because it won't hard limit)
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Re: Time to shake up #13 maps?

Unread postby Mythor » 3 Jul 12, 4:01 pm

That loss last night was hilarious. :P

Doomsday is still new and shiny so it'll be staying on #13 at least until the shiny wears off, I'd imagine. I think as people get past the initial novelty we'll start seeing some more interesting tactics evolve, too. Quite a few people have already realised how good the mini-sentries can be around the rocket elevator...

Upward used to be bugged to have the hard time limit, then it got fixed. I prefer the maps not to have hard time limits unless they can drag on in the latter portions. Usually only happens when a team sets up on the last point long before they need to. :(
If it was going to have a hard limit I'd say 30mins, just to make sure it ends in about the same time as others like Hoodoo. I don't think it needs to be much shorter, just not run as much over time?
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Re: Time to shake up #13 maps?

Unread postby goosmurf » 3 Jul 12, 4:24 pm

Oh, my understanding was that we couldn't hard limit Upward ... if hard limits work then yeah 30 minute hard limit would be great.
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Re: Time to shake up #13 maps?

Unread postby Otto-matic » 3 Jul 12, 11:40 pm

I'd prefer to avoid any hard limits on Attack / Defence type maps such as Dustbowl. Really annoying to be proceeding normally through the third stage, 10 minutes to go and suddenly 'You've Failed!'.
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Re: Time to shake up #13 maps?

Unread postby goosmurf » 3 Jul 12, 11:54 pm

Otto-matic wrote:I'd prefer to avoid any hard limits on Attack / Defence type maps such as Dustbowl. Really annoying to be proceeding normally through the third stage, 10 minutes to go and suddenly 'You've Failed!'.


I had the same feeling when I first started playing on #13 but you get used to it, and then grow fond of the fact that every map is 30 minutes long.

Then Upward comes along and the map time is over but there's still 9 minutes to play on the final point which is a engie turtle fest and you find yourself wishing the hard limit was in place :)
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Re: Time to shake up #13 maps?

Unread postby GoToadGo » 4 Jul 12, 10:17 pm

goosmurf wrote:
Otto-matic wrote:I'd prefer to avoid any hard limits on Attack / Defence type maps such as Dustbowl. Really annoying to be proceeding normally through the third stage, 10 minutes to go and suddenly 'You've Failed!'.


I had the same feeling when I first started playing on #13 but you get used to it, and then grow fond of the fact that every map is 30 minutes long.

Then Upward comes along and the map time is over but there's still 9 minutes to play on the final point which is a engie turtle fest and you find yourself wishing the hard limit was in place :)
I'd have to side with Otto on this. Being close to capping a point/completing a push only to fail due to a hard time limit is lame.
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Re: Time to shake up #13 maps?

Unread postby Soothsayer. » 5 Jul 12, 3:11 pm

I've noticed Egypt is a bit of a server killer. Certainly if you play #13 every night then it gets old, fast. Perhaps a 2-round limit on Egypt ala Pipeline, if not replaced completely.

I think this could be applied to Steel as well. It's good to have in the rotation but before, when it was a 2-round limit, was better than right now for me, as a team can always win the same way they did the previous round with no scramble.

Jez wrote:Is there a particular reason #13 doesn't allow replays?


From what I remember, when replays were introduced there was a lot of problems that messed up servers (25/24 player limits, joining a server with a free slot and being kicked because Replay was taking up the slot, etc.) so #13 disabled replays for the regulars. Or maybe theres some other reason why it hasn't been added back now that Valve has fixed it, by the looks of it.
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Re: Time to shake up #13 maps?

Unread postby Jez » 5 Jul 12, 5:06 pm

Soothsayer. wrote:From what I remember, when replays were introduced there was a lot of problems that messed up servers (25/24 player limits, joining a server with a free slot and being kicked because Replay was taking up the slot, etc.) so #13 disabled replays for the regulars. Or maybe theres some other reason why it hasn't been added back now that Valve has fixed it, by the looks of it.


Sounds about right, I do remember seeing the 'replay' person taking up a slot on the server around the time the feature was introduced. However, since finding out that the TF2 replays capture voice chat the potential for cool videos has increased manyfold and I hope #13 gets its replays back.
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Re: Time to shake up #13 maps?

Unread postby Mythor » 5 Jul 12, 6:04 pm

I think there was also a performance issue on #13 that settled the matter.
Can certainly look into giving it another try at some point but can't promise much. :)

Steel had a two round limit but somebody took it away. Somebody who's a big fan of the map. Who won't listen when I tell him to change it back. :P

I prefer Payload style maps not have a hard time limit because you can always try just nudging it over the line. Tends to be easier to completely lock down a CP or CTF map which makes things so much more boring. But getting stuck on the wrong end of things can make even the patient people quit early.

Perhaps we could have Steel and Egypt still in but with 2 round limits, Doomsday with a 3 round limit (scramble after 2 consecutive wins)? Or maybe replace Egypt with something more fun, like Nightfall or Thundermountain. Or *throws more ideas*
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Re: Time to shake up #13 maps?

Unread postby goosmurf » 5 Jul 12, 7:28 pm

Mythor wrote:Perhaps we could have Steel and Egypt still in but with 2 round limits, Doomsday with a 3 round limit (scramble after 2 consecutive wins)? Or maybe replace Egypt with something more fun, like Nightfall or Thundermountain.


Those Doomsday settings sound good. Replacing Egypt with Nightfall would be good too.

Mythor wrote:Or *throws more cookies*


I like cookies.
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Re: Time to shake up #13 maps?

Unread postby tacitus42 » 5 Jul 12, 10:04 pm

Mythor wrote:Perhaps we could have Steel and Egypt still in but with 2 round limits, Doomsday with a 3 round limit (scramble after 2 consecutive wins)? Or maybe replace Egypt with something more fun, like Nightfall or Thundermountain.

Perfect!
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Re: Time to shake up #13 maps?

Unread postby Bicketybam » 5 Jul 12, 10:41 pm

Don't encourage him.. I knew it wouldn't be long before he brought up Nightfall or Chunder Thundermountain... Image
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