![]() |


|
|||||||
| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
![]() |
|
|
Thread Tools |
|
|
#1 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
|
Map: cp_warpath
I've uploaded the final version to the server for testing. After the 4 or so stalemates we had on the server with the old version, I'm a little worried about this map. But, as always, it's worth another look.
Any and all opinions and observations can go in here.
__________________
|
|
|
|
|
|
#2 (permalink) |
|
Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
|
Re: Map: cp_warpath
It is a good map, but the stalemate kills it. I am sure if we load it tonight, we can do another run at it. I know the guys in the sixth enjoyed it, as well as several others.
I say we load it up and give it another whirl.
__________________
"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
|
|
|
|
| Sponsored links | |
|
|
|
|
|
#3 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
|
Re: Map: cp_warpath
That sounds like a plan. I just don't even remember to load a new custom map most nights.
The original version is literally a counter-point to "TF2 needs instant spawns." I will admit though: setting up that level 3 SG in the OpFor's underground, then blowing the hole and wiping out half their team was aces. That also reminds me: I need to test the "admin_startvotemap" command tonight.
__________________
|
|
|
|
|
|
#4 (permalink) |
|
Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
|
Re: Map: cp_warpath
It works...the in game command anyways. Strag and I used it the other night. I think it only gave a few choices of maps I think.
__________________
"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
|
|
|
|
|
|
#6 (permalink) |
|
Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 692
|
Re: Map: cp_warpath
Well, I just got off when we finished warpath. If that is the final version then absolutely nothing was improved. It still has every single one of the problems it had last time I played it. We did actually finish at least two rounds this time though. Not because it was possible to really launch an effective offensive against the last point with the unending waves of enemies, but because I managed to sneak onto the point. Once even one person is on the game is as good as over since there is no way that anyone can scale the tower at the end in time to kill them.
It really feels like whoever made the map wants everyone to just continually smash into each other in the middle because trying to go any other way is like trying to complete an obstacle course, except heat-seeking crit rockets hit you every 2 seconds. The tunnels are helpful once they are open, but the middle and last point are incredibly difficult to capture, even with your entire team constantly pushing. Whatever changes were made to make this the "final" version weren't good enough because this map is still awful to play.
__________________
AKA ContingencyPlan ![]() ![]()
|
|
|
|
| Sponsored links | |
|
|
|
|
|
#8 (permalink) | |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
|
Re: Map: cp_warpath
Quote:
Now, the flags respawned at the CPs to be moved up to the next one, but you had to know how to move the flag. That's why instant respawn worked on TFC CP maps. Even if you could spawn wave after wave, all they had to do was inch the flag up or get lucky. Then you weren't able to immediately cap it back. Oh man... we had some good games on warpath back in the day. On TF2... not so much. If you're talking about the original version of the TF2: warpath, then ignore my ramblings.
__________________
|
|
|
|
|
|
|
#9 (permalink) |
|
Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
|
Re: Map: cp_warpath
It was fun up until a certain point. I think we should still continue to roll it out when people want to play it. But the constant back and forth over the middle flag does get boring after 40 minutes..
__________________
"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
|
|
|
|
|
|
#10 (permalink) |
|
Join Date: Jan 2008
Posts: 516
|
Re: Map: cp_warpath
Woah, I just realized that I was thinking of a totally different map, I think it was cp_wolf, a custom map, that is a defense map. It's totally awesome. I probably should bring this up in an appropriate thread, but I'm too lazy.
. But yea, I like this map also. |
|
|
|
| Sponsored links | |
|
|
|
|
|
#11 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
|
Re: Map: cp_warpath
Personally, I think the map would be greatly improved if the rounds actually ended at some point. As the map is now, the Bonus Time added each time a capture occurs is large enough to keep the round timer up around 28 or 29 minutes continuously. In other words, the round never ends.
Setting the round timer to something like 30 minutes and then never adding Bonus Time might be a solution. When the 30-minute round timer expired, Sudden Death would kick in, and then the next map in rotation would load. At least that way the map would have a chance to end, even if there were a lot of stalemates. |
|
|
|
|
|
#12 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
|
Re: Map: cp_warpath
So with the tweaks, we've had some pretty good games on Warpath over the past few weeks. Last night the question came up about whether it'd be better to have only one long round (say, 20 minutes, perhaps), rather than the current three short rounds. The adjustment could easily be made to accomodate one long round, if desired.
The upside is that we could potentially have one really good game on Warpath, and then the server would switch to another map before fatigue set in. The downside is that if one team got steamrolled, the game might last only a few minutes on Warpath before the server switched to another map. There wouldn't be any opportunity for either team to adjust and have another chance to do better during the next round. So....thoughts? Preferences? Thanks! EDIT: By the way, if you're not sure exactly which map is Warpath, it's the one that looks like this. |
|
|
|
|
|
#13 (permalink) |
|
Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
|
Re: Map: cp_warpath
Good idea Strag, I kind of like the one round deal.
__________________
"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
|
|
|
|
|
|
#15 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
|
Re: Map: cp_warpath
There's an issue with the way TF2 handles hard time limits. I think it only checks to see if time is up after a round has ended. I've done a "timeleft" on numerous maps and seen negative numbers and the map still won't change until a round is over (either by win or stalemate).
__________________
|
|
|
|
| Sponsored links | |
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|

