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Old 10-24-2007, 02:42 AM   #16 (permalink)

 
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Re: de_forest

Whats in the favor of the CT the most is if they sit still they are guarding and can see any movement. Where T's must move from there spawn to get to the sites through un moving targets.
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Old 10-24-2007, 01:11 PM   #17 (permalink)
 
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Re: de_forest

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Whats in the favor of the CT the most is if they sit still they are guarding and can see any movement. Where T's must move from there spawn to get to the sites through un moving targets.
If the Ts move very slowly, the CTs usually don't notice the movement... It has worked for me multiple times. Silencers do give the CTs a one-up though, except over ranges that require some amount of zoom.
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Old 10-24-2007, 03:04 PM   #18 (permalink)
 
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Re: de_forest

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If the Ts move very slowly, the CTs usually don't notice the movement... It has worked for me multiple times. Silencers do give the CTs a one-up though, except over ranges that require some amount of zoom.
Listen to Bronco--take three steps at a time, stop. That way your movement will look much less unnatural.
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Old 10-25-2007, 11:09 PM   #19 (permalink)


 
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Re: de_forest

This map is O freakin G.

So nice of a change rather than hiding behind boxes and metal drums...

The bomb sites being far apart is a damn good idea, whoever created this map is a genius. See, at face value the CTs have a -huge- advantage by plopping down defensive positions and not moving. But with the sites spread out, it gives incentive for the CTs to move and scout to find out where the T's intend to plant, helping to reduce that huge advantage, not eliminating it, just reducing it.
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Old 10-25-2007, 11:12 PM   #20 (permalink)

 
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Re: de_forest

With good comms you can still narrow that down to benefit the CT's.
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Old 10-26-2007, 02:10 AM   #21 (permalink)
 
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Re: de_forest

I wonder what this map would be like with zombies coming at you :O
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Old 10-26-2007, 02:37 AM   #22 (permalink)

 
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Re: de_forest

Oh man I can smell the fear
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Old 10-26-2007, 09:27 AM   #23 (permalink)
 
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Re: de_forest

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I wonder what this map would be like with zombies coming at you :O
This would be an AWESOME zombie map.
We should turn server2 into a zombie server every now and then, providing they don't give the humans unlimited ammo w/no reload because that's really really lame.

For the record, and given the TG Primer, I see no problem with us playing zombie mods on the server. Seems to me that running from, killing, and barricading zombies is a completely logical and realistic response to a threat from the unsatiated undead. It would be a very accurate simulation game given the teeny tiny itsy witsy allowance of flesh eating monsters into our simulation gameplay.

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Old 10-26-2007, 06:04 PM   #24 (permalink)

 
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Re: de_forest

Zombies are real dude. I have a real zombie handbook on how to survive the onslaught Get your own Damot!
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Old 10-26-2007, 07:06 PM   #25 (permalink)
 
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Re: de_forest

Dude come on there is no way that zombies are re-1lfhhhhhhhhhhf1!@#4fF![] >>> NO CARRIER <<< BRAAAAAAAAAAAAAAAAINS
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Old 10-26-2007, 07:30 PM   #26 (permalink)
 
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Re: de_forest

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Zombies are real dude. I have a real zombie handbook on how to survive the onslaught Get your own Damot!
A friend of mine has that same book
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Old 10-26-2007, 09:22 PM   #27 (permalink)

 
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Re: de_forest

I'm sorry to be off subject but yeah I bought it last holloween. Freaking great. You realize the best way to kill zombies is to hack them up? You never run out of bullets. Oh and either u should shave your head and wear tight clothing or you wear full armor
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Old 10-28-2007, 04:52 AM   #28 (permalink)
 
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Re: de_forest

That depends on the nature of the zombies.
If we're talking the 'any type of bodily fluid entering your body you're screwed' type you'd be better off using guns as blades tend to be messy and you're bound to get infected while swinging your blunt machete like a bad Bruce Lee extra.

Everybody knows the real solution is to barricade off a shopping mall and post a sniper on the roof to take out the biker gang before they can completely ruin everything.
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Old 10-28-2007, 09:41 AM   #29 (permalink)
 
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Re: de_forest

First few rounds of this map as a CT, I was misreable. By round 6 I watched the T's walk right by me, then got to waste 3 of them before I got it in the back myself. Plus the sounds are sweet, they took their time on this map and it shows.
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Old 10-28-2007, 04:03 PM   #30 (permalink)
 
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Re: de_forest

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First few rounds of this map as a CT, I was misreable. By round 6 I watched the T's walk right by me, then got to waste 3 of them before I got it in the back myself. Plus the sounds are sweet, they took their time on this map and it shows.
Pretty much my experience, too.
It's very very unforgiving. You either win really big or you lose really big. Not much room for an inbetween back and forth battle on this one unless the T's get repelled on the first wave and take enough CTs with them that they have to keep guessing where to put their men.

CTs post equally mid, A, and B - rotate mid to the first contacts and leave the other bombsite covered.
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