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| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
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#2 (permalink) |
![]() Join Date: Apr 2007
Location: Awesomeness island
Age: 32
Posts: 3,035
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Re: Map Additions
Turbine is really good, thanks Fenix
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TG-E1st TacticalGamer European Division - having fun on the battlefield, the "TG way" xfire: superfastkill steam: Superfast ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#3 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Map Additions
For the record, after a stalemate lasting over 45 minutes on warpath, I pulled it from the rotation. An admin may still put it in for a vote or switch to it manually, but there needs to be someone there to change the map manually in the event of another stalemate.
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#4 (permalink) |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,742
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Re: Map Additions
I was wondering if you ended the map manually. The server should take over and change the map manually eventually right?
Even though it's a bit of a stalemate grinder I like the intensity of warpath. |
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#5 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Map Additions
I played warpath a lot in TFC, it just will not end most times. Now, in TFC, that wasn't a big issue because if the server timelimit was reached, it would automatically switch to the next map. Some custom maps like warpath (and some retail maps as well, like 2fort) won't switch until there's some kind of score or "break" in the map.
Players were complaining last night about leaving because it had gone on so long.
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#6 (permalink) |
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Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 692
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Re: Map Additions
I know at least three of four people on my team left towards the end because the game wouldn't end. I actually thought the map was pretty good (that was the first time I played it). The problem was that people, at least on my team, weren't willing to push against your walls of turrets. When I was playing medic for the first half of the game or so, one uber wasn't enough to take out the turrets, so no one else would even try destroying them. They just sat in the tunnels and shot rockets at your guys as they came up.
Taking our your sentry specifically Fenix, was pretty much impossible as a spy. It was up by the spawn on your second point. I don't know what the deal with the "stairs" there was, but they suck. It takes about a million years to crouch jump up them, and of course you are always waiting with the Thermonuclear Spy Smashing Wrench of Doom. Those stairs were even annoying on my side because it makes it take forever to get back up to the spawn for some health and ammo. <Tangent Alert> Why the hell aren't there the magical lockers of health and ammo in the spawn?!? If I managed to make it all the way back to the spawn with 2HP and a bottle of moonshine I want my freaking health now! Not the stupid little pickups that only heal like a third of my health. I demand lockers! </Tangent> The issue with the stairs is present in the middle canyon area too. If the map creator wants me to be able to get up onto the high route from the middle point to the second point then put a ramp, not some dumb pile of boxes. It shouldn't take multiple crouch jumps in such an exposed area to take an alternate route. So, besides the weird jumping obstacle courses to get to a few places and the lack of health lockers in the spawn, I think the map it pretty good. The problem last night was that most people weren't willing to risk dying in a push against the sentries. My mindset is usually, "I am going to die, but I am going to blown up, burn to the ground, and smash to pieces as much of the enemy and his equipment as humanly possible before I go down." I guess not everyone thinks like that. Rant complete.
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#7 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Map Additions
Good read Millipede. I agree with your points. Really, what should have been done was for your team to blow open the underground and push that way, using teleporters and SGs to push up.
I think the main issue is that the spawn times on that map are rediculously low. They are something like 5 seconds. Instant Spawn worked fine in TFC with nade spam being a huge deal, but it doesn't translate well to TF2. Really, I'd just like the ability to tweak maps to make them more TG friendly.
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#8 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Map Additions
Quote:
EDIT: Actually, the porters seem open to folks making their own tweaks. From their README file: If you wish to re-distribute, re-create or modify this level in any way, shape, or form, please ask us for the .vmf file. Also, you must include this info file with NO MODIFICATIONS. Last edited by asch; 01-22-2008 at 07:37 AM. Reason: removing email addresses by request of recipient |
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#9 (permalink) |
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Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 692
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Re: Map Additions
I didn't know you could do that. I was wondering why there'd be a tunnel that didn't lead anywhere. I guess I wasn't expecting any sort of destructible environment. I won't be making that mistake again.
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#10 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Map Additions
Back in the days of TFC, the demoman had a "detpack" that could be set at certain locations to open up different paths to objectives. These were usually on CP style maps.
These exist in the TF2 versions of warpath and avanti, but they only require a certain amount of damage to be done to the wall, by any weapon.
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#12 (permalink) |
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Join Date: Jan 2008
Posts: 4
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Re: Map Additions
thanks for your concern regarding a map 'Warpath'.
Both changes you have recommended can you accomplish without changing the map. Excellent! You should investigate the program 'EntSpy' to modification the entities inside a map. You should be able to modification the time; by decreasing the maximum allowance of time per round or decreasing times granted for capturing an areas. Also you may wish to modification the respawn time. You might accomplish this by increasing the delay granter with each areas controlled. IMPORTANT! If you modification the map client do not need to download a new version! Only the server need updated! Also could you be kind to please remove my email! |
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#13 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Map Additions
Since, for the most part, folks have been enjoying Warpath (even with its frustrations), I've taken a look at it using EntSpy as hiya1 suggested.
Quote:
I haven't found anything useful for respawn times yet. |
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#14 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Map Additions
One of Warpath's main issues is the way the spawn doors locked for the OpFor, but stayed open for friendlies. Not a huge deal when you think about it, but there's ammo and med in there.
One smart sniper would open the door just long enough to get a full powered shot off, then fall back into protected cover. The OpFor couldn't even enter the door. The map just needs to be updated with the mind-set of TF2, while still encompassing elements of TFC.
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#15 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Map Additions
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