Time to shake up #13 maps?

TF2 is a team focused first person shooter combining fast moving action, class based strategy, and ham sandviches.

Moderator: TF2 Admins

Re: Time to shake up #13 maps?

Unread postby Aeolus_C » 19 Feb 12, 11:33 am

Pipeline! :D

Waste would be nice, its a great way of switching around the game objectives.

How well does the 5cp gorge work with 24 players? I don't think i've actually played it.
Aeolus_C

Padawan
 
Offline
Posts: 120
Joined: 1 Feb 06, 4:08 pm

Re: Time to shake up #13 maps?

Unread postby .♥. Cupcake .♥. » 20 Feb 12, 1:09 pm

Mythor wrote:I'd grown a bit tired of Foundry even before it became Girder so I'm okay with that being gone. Think most of the regulars have the achievements and the spiffy hat at this point. :D

What about Thundermountain making a combeack? :mrgreen:


Foundry, and many 5 capture points maps, can become boring after some time. Unless you put a restriction on the games played etc - just like we did we steel.

I love thundermountain personally, but I know some hate it. You can't please everyone I guess. Pipeline would be fun, and cp_gorge too. As for 5gorge, that's better with more people I think, as just like foundry and steel it can become a back and forth table tennis game.
Image
♥ I don't care what you think about me. I don't think about you at all ~ Coco Chanel ♥
.♥. Cupcake .♥.

User avatar
TF2 Admin
 
Offline
Posts: 300
Joined: 18 Apr 11, 8:32 pm
Location: Floating on cotton candy clouds.

Re: Time to shake up #13 maps?

Unread postby Bicketybam » 20 Feb 12, 2:25 pm

We still need to choose another map, but for the time being the mapcycle is this :

pipeline (2 rounds max)
hoodoo
egypt
badwater
frontier
steel
upward

I've removed foundry (aka girderville) and hydro.

And other then pipeline at 2 rounds everything else is still the same (hard time limit and round limit on selected maps).

Not a fan of chunder thundermountain, but we could go that. The only other maps {that also helps players come to the server) are goldrush or dustbowl (but dustbowl can drag on the last point). I could also go with the removal of badwater as that is getting a bit boring now as well.

I would like to have Waste being added to 13 but I'm wary of adding a custom map to the server.

More discussion on adding another map (whatever it is) is needed though.
ImageImage
" " - Silent Bob

Gamers can really come across with a pathetically huge sense of self entitlement at times
Bicketybam

User avatar
Senior TF2 Admin
 
Offline
Posts: 6096
Joined: 3 Jan 04, 7:45 pm
Location: Go QLD!!!!

Re: Time to shake up #13 maps?

Unread postby Mythor » 20 Feb 12, 2:36 pm

Too soon for Goldrush I think, maybe next update?
Definitely don't want Dustbowl, drags on way too often. :(

What about Hightower with a one or two round limit, like Pipeline? Or too soon for that to make a comeback?
"Wasabi is a sometimes food." - Elmo
Image
Mythor

User avatar
TF2 Admin
 
Offline
Posts: 7156
Joined: 10 Jun 04, 5:45 pm
Location: San Francisco

Re: Time to shake up #13 maps?

Unread postby Hedwig » 21 Feb 12, 1:21 am

Mountain Lab can be quite fun, I think?
Image
Hedwig

User avatar
Player
 
Offline
Posts: 49
Joined: 27 Jul 11, 12:18 am

Re: Time to shake up #13 maps?

Unread postby .♥. Cupcake .♥. » 27 Feb 12, 3:03 pm

I'm happy with the changes so far, but for the extra maps:

I'm a fan of Hightower, but that may need a limit of a sort as like pipeline it can become quite unbalanced. And as Hedwig suggested, I'm all for Mountain Lab - always loved that map since it came out :)
Image
♥ I don't care what you think about me. I don't think about you at all ~ Coco Chanel ♥
.♥. Cupcake .♥.

User avatar
TF2 Admin
 
Offline
Posts: 300
Joined: 18 Apr 11, 8:32 pm
Location: Floating on cotton candy clouds.

Re: Time to shake up #13 maps?

Unread postby Otto-matic » 27 Feb 12, 5:58 pm

I wouldn't mind seeing the hard time limit go. Bit unfair to the 2nd attacking team on some maps where they are making progress then BAM! Game over you lose!
Otto-matic

User avatar
1337 p0st3r
 
Offline
Posts: 1393
Joined: 24 Dec 04, 12:34 am
Location: Space

Re: Time to shake up #13 maps?

Unread postby Jez » 3 Mar 12, 5:38 pm

Otto-matic wrote:I wouldn't mind seeing the hard time limit go. Bit unfair to the 2nd attacking team on some maps where they are making progress then BAM! Game over you lose!


Yeah, I think it'd be better if each team got an even number of turns attacking/defending, otherwise it can distort relative scores. I'd much be in favour of some 5 CP maps like Badlands, Freight, Fastlane and Granary making a return. Payload doesn't offer as much variet when it comes to class choice/playstyle.
Jez

User avatar
Forgotten What The Sky Looks Like
 
Offline
Posts: 2888
Joined: 12 Feb 03, 6:14 pm

Re: Time to shake up #13 maps?

Unread postby Hedwig » 3 Mar 12, 11:26 pm

Is it possible to replace the hard time limit with melee sudden death? (Gets a few laughs) I still think the round limits are a good idea, though.

Hightower's fun, until you're trying to get to the top. Played a few times where it never seems to end since the cart has a habit of dropping down. :P

So, do people still hate Nucleus?
Image
Hedwig

User avatar
Player
 
Offline
Posts: 49
Joined: 27 Jul 11, 12:18 am

Re: Time to shake up #13 maps?

Unread postby Aeolus_C » 5 Mar 12, 10:10 am

Melee sudden death is much more fun then the round suddenly ending, probably will reduce some of the rage too. I'd love to see it replace the hard time limit.
Aeolus_C

Padawan
 
Offline
Posts: 120
Joined: 1 Feb 06, 4:08 pm

Re: Time to shake up #13 maps?

Unread postby Jez » 5 Mar 12, 11:22 am

Aeolus_C wrote:Melee sudden death is much more fun then the round suddenly ending, probably will reduce some of the rage too. I'd love to see it replace the hard time limit.


I agree. Does it still need a third party plugin serverside to work?

EDIT: Server desperately needs the return of a 5CP map.
Jez

User avatar
Forgotten What The Sky Looks Like
 
Offline
Posts: 2888
Joined: 12 Feb 03, 6:14 pm

Re: Time to shake up #13 maps?

Unread postby Mr_Burns » 1 Jul 12, 6:05 pm

Get rid of upward the server killer an put in d/bowl.[/color][/b]
Last edited by Mythor on 1 Jul 12, 6:54 pm, edited 1 time in total.
Reason: Removed abuse.
Mr_Burns

n00bie
 
Offline
Posts: 1
Joined: 1 Jul 12, 5:58 pm

Re: Time to shake up #13 maps?

Unread postby Mythor » 1 Jul 12, 6:53 pm

Egypt and Steel tend to be the #13 killers. Upward's generally fairly popular, though there's an occasional groan.

I'd like to see Steel replaced by Doomsday. Don't see a place for Dustbowl in the rotation, unless it's with a hard timelimit. And even then...
"Wasabi is a sometimes food." - Elmo
Image
Mythor

User avatar
TF2 Admin
 
Offline
Posts: 7156
Joined: 10 Jun 04, 5:45 pm
Location: San Francisco

Re: Time to shake up #13 maps?

Unread postby Bicketybam » 1 Jul 12, 7:06 pm

Doomsday is already on there. I may drop Egypt from the rotation but Steel and Upward will be staying.
ImageImage
" " - Silent Bob

Gamers can really come across with a pathetically huge sense of self entitlement at times
Bicketybam

User avatar
Senior TF2 Admin
 
Offline
Posts: 6096
Joined: 3 Jan 04, 7:45 pm
Location: Go QLD!!!!

Re: Time to shake up #13 maps?

Unread postby Mythor » 1 Jul 12, 7:35 pm

Bicketybam wrote:Doomsday is already on there. I may drop Egypt from the rotation but Steel and Upward will be staying.
I know Doomsday is there, I just meant I want it to replace Steel. Because Steel is awful. :P
"Wasabi is a sometimes food." - Elmo
Image
Mythor

User avatar
TF2 Admin
 
Offline
Posts: 7156
Joined: 10 Jun 04, 5:45 pm
Location: San Francisco

PreviousNext

Return to Team Fortress 2

Who is online

Users browsing this forum: No registered users and 2 guests

x

#{title}

#{text}