JasCan't we just repurpose a Payload map? Remove the cart and replace each stage with a CP.
The reason why we don't have PL in 6s is because if one person is dedicated to cart pushing then it's really a 5v6 most of the time and since most payload maps are pretty defensively orientated (set hold points where you can't push without making a pick) it's a pretty big disadvantage.
Doesn't that satisfy the criteria of it being a "Attack/Defend" map?
It seems to me most PL maps play out like a successive CP layout anyway. Take BW for example, for Blue to advance they first have to "capture" the starting cliff above tunnel, then they capture the roof, then they capture corner. Instead of actual cap points we just have loosely defined strongholds that must be broken.
Taking a popular PL map (looking at you badwater) would also make it more pubbers and spectator friendly. And a lot of the "meta" of these maps would be directly transferable from pub and HL.
I reeeeeaaallly like this idea. Sounds completely feasible, and badwater is the best map in the game anyways, I'd love to play it in 6s.
[quote=Jas]Can't we just repurpose a Payload map? Remove the cart and replace each stage with a CP.
The reason why we don't have PL in 6s is because if one person is dedicated to cart pushing then it's really a 5v6 most of the time and since most payload maps are pretty defensively orientated (set hold points where you can't push without making a pick) it's a pretty big disadvantage.
Doesn't that satisfy the criteria of it being a "Attack/Defend" map?
It seems to me most PL maps play out like a successive CP layout anyway. Take BW for example, for Blue to advance they first have to "capture" the starting cliff above tunnel, then they capture the roof, then they capture corner. Instead of actual cap points we just have loosely defined strongholds that must be broken.
Taking a popular PL map (looking at you badwater) would also make it more pubbers and spectator friendly. And a lot of the "meta" of these maps would be directly transferable from pub and HL.[/quote]
I [i]reeeeeaaallly[/i] like this idea. Sounds completely feasible, and badwater is the best map in the game anyways, I'd love to play it in 6s.
A/D is good, but it kills teams that don't practice that specific mode/style. Some people also can't handle the time pressure that gpit has. It's a very clutch mode where one mistake or good play will determine the round. Since there are less rounds, there's less leeway to make any mistakes. There are a lot of possible strats too, unlike push maps which generally come down to a team style that transfers cross maps.
KOTH is similar enough to push maps that teams don't have to especially practice strats.
A/D is good, but it kills teams that don't practice that specific mode/style. Some people also can't handle the time pressure that gpit has. It's a very clutch mode where one mistake or good play will determine the round. Since there are less rounds, there's less leeway to make any mistakes. There are a lot of possible strats too, unlike push maps which generally come down to a team style that transfers cross maps.
KOTH is similar enough to push maps that teams don't have to especially practice strats.
Not that i play comp at all but i think ctf could work, just maybe not 2fort style ctf, something like ctf_converge where the push into the other team's base is the important bit.
Not that i play comp at all but i think ctf could work, just maybe not 2fort style ctf, something like [url=forums.tf2maps.net/showthread.php?t=11703]ctf_converge[/url] where the push into the other team's base is the important bit.
brownymasterA/D is good, but it kills teams that don't practice that specific mode/style. Some people also can't handle the time pressure that gpit has. It's a very clutch mode where one mistake or good play will determine the round. Since there are less rounds, there's less leeway to make any mistakes. There are a lot of possible strats too, unlike push maps which generally come down to a team style that transfers cross maps.
KOTH is similar enough to push maps that teams don't have to especially practice strats.
I think that's a good thing. One mistake making or breaking the round makes it exciting. And I also think that teams *should* be practicing maps.
Besides, it's nice to have a not-5cp map every once in a while, if only to break the monotony.
[quote=brownymaster]A/D is good, but it kills teams that don't practice that specific mode/style. Some people also can't handle the time pressure that gpit has. It's a very clutch mode where one mistake or good play will determine the round. Since there are less rounds, there's less leeway to make any mistakes. There are a lot of possible strats too, unlike push maps which generally come down to a team style that transfers cross maps.
KOTH is similar enough to push maps that teams don't have to especially practice strats.[/quote]
I think that's a good thing. One mistake making or breaking the round makes it exciting. And I also think that teams *should* be practicing maps.
Besides, it's nice to have a not-5cp map every once in a while, if only to break the monotony.
kaiserRegYou guys could try Mountainlab? It's the only on other A/D map I can think of.
i dont see how that map could work in 6v6...
[quote=kaiserReg]You guys could try Mountainlab? It's the only on other A/D map I can think of.
[/quote]
i dont see how that map could work in 6v6...
vanillaI think that's a good thing. One mistake making or breaking the round makes it exciting. And I also think that teams *should* be practicing maps.
Besides, it's nice to have a not-5cp map every once in a while, if only to break the monotony.
Same. I love gpit. I think teams that don't like it only like cookie cutter maps. It pushes a lot of effort onto teams that most can't handle.
[quote=vanilla]I think that's a good thing. One mistake making or breaking the round makes it exciting. And I also think that teams *should* be practicing maps.
Besides, it's nice to have a not-5cp map every once in a while, if only to break the monotony.[/quote]
Same. I love gpit. I think teams that don't like it only like cookie cutter maps. It pushes a lot of effort onto teams that most can't handle.
ukmthanks for that well reasoned argument dr ploxo up til now i thought i had played 7 seasons of tf2 and enjoyed myself on gravelpit every season but your well reasoned argument has convincingly shown that the map did not work and i actually hated it
You bring up a good point. The majority or a vocal minority dislikes the map. This could be because full uber-advantage and a full wipe means you get to chill out and watch for 4 man suicides for another 40-50 seconds. It could also be because you wait around for a minute or so while they go cap A. Who knows. But the consensus seems to be that the format is not suited for maps that don't have reciprocation for failed pushes.
[quote=ukm]thanks for that well reasoned argument dr ploxo up til now i thought i had played 7 seasons of tf2 and enjoyed myself on gravelpit every season but your well reasoned argument has convincingly shown that the map did not work and i actually hated it[/quote]
You bring up a good point. The majority or a vocal minority dislikes the map. This could be because full uber-advantage and a full wipe means you get to chill out and watch for 4 man suicides for another 40-50 seconds. It could also be because you wait around for a minute or so while they go cap A. Who knows. But the consensus seems to be that the format is not suited for maps that don't have reciprocation for failed pushes.
DrPloxoYou bring up a good point. The majority or a vocal minority dislikes the map. This could be because full uber-advantage and a full wipe means you get to chill out and watch for 4 man suicides for another 40-50 seconds. It could also be because you wait around for a minute or so while they go cap A. Who knows. But the consensus seems to be that the format is not suited for maps that don't have reciprocation for failed pushes.
I like how you complain about waiting for people to cap A when it takes 10x longer for people to get into the server than that and setup time combined. It's no better than people waiting at last for the other team to push except there might be a pick (and hey, pushing teams run spy/snipers from spawn at the start too, so it's not like nothing happens).
Also, push maps also have people suicide when their medic dies and they need to even the advantage. Only difference is that medic can safely charge.
Finally, failed pushes cost time, something that matters a lot in a stopwatch/time trial game mode. Attackers always need an advantage so that they can actually get a time. It'd be fucking stupid if the attacking team got any further penalty aside from losing time.
The consensus is something only you came up with on your own.
[quote=DrPloxo]You bring up a good point. The majority or a vocal minority dislikes the map. This could be because full uber-advantage and a full wipe means you get to chill out and watch for 4 man suicides for another 40-50 seconds. It could also be because you wait around for a minute or so while they go cap A. Who knows. But the consensus seems to be that the format is not suited for maps that don't have reciprocation for failed pushes.[/quote]
I like how you complain about waiting for people to cap A when it takes 10x longer for people to get into the server than that and setup time combined. It's no better than people waiting at last for the other team to push except there might be a pick (and hey, pushing teams run spy/snipers from spawn at the start too, so it's not like nothing happens).
Also, push maps also have people suicide when their medic dies and they need to even the advantage. Only difference is that medic can safely charge.
Finally, failed pushes cost time, something that matters a lot in a stopwatch/time trial game mode. Attackers always need an advantage so that they can actually get a time. It'd be fucking stupid if the attacking team got any further penalty aside from losing time.
The consensus is something only you came up with on your own.
I just don't like the split CP mechanic.
I just don't like the split CP mechanic.
http://teamfortress.tv/forum/thread/5849-ctf-torch2-a2
i thought this a/d ctf mechanic was really interesting
http://teamfortress.tv/forum/thread/5849-ctf-torch2-a2
i thought this a/d ctf mechanic was really interesting
brownymasterI like how you complain about waiting for people to cap A when it takes 10x longer for people to get into the server than that and setup time combined. It's no better than people waiting at last for the other team to push except there might be a pick (and hey, pushing teams run spy/snipers from spawn at the start too, so it's not like nothing happens).
People getting in the server is neither here nor there. Pushing last is EXACTLY like this, except the only difference is that you don't have a chance to actually re-push.
Also, push maps also have people suicide when their medic dies and they need to even the advantage. Only difference is that medic can safely charge.
Finally, failed pushes cost time, something that matters a lot in a stopwatch/time trial game mode. Attackers always need an advantage so that they can actually get a time. It'd be fucking stupid if the attacking team got any further penalty aside from losing time.
I don't disagree; but it gets stale for people, especially to scrim. The main issue is that they're stale.
The consensus is something only you came up with on your own.
No, the "consensus" is from either the majority of people, or an incredibly vocal minority, like I said.
[quote=brownymaster]
I like how you complain about waiting for people to cap A when it takes 10x longer for people to get into the server than that and setup time combined. It's no better than people waiting at last for the other team to push except there might be a pick (and hey, pushing teams run spy/snipers from spawn at the start too, so it's not like nothing happens). [/quote]
People getting in the server is neither here nor there. Pushing last is EXACTLY like this, except the only difference is that you don't have a chance to actually re-push.
[quote]
Also, push maps also have people suicide when their medic dies and they need to even the advantage. Only difference is that medic can safely charge.
Finally, failed pushes cost time, something that matters a lot in a stopwatch/time trial game mode. Attackers always need an advantage so that they can actually get a time. It'd be fucking stupid if the attacking team got any further penalty aside from losing time.
[/quote]
I don't disagree; but it gets stale for people, especially to scrim. The main issue is that they're stale.
[quote]
The consensus is something only you came up with on your own.[/quote]
No, the "consensus" is from either the majority of people, or an incredibly vocal minority, like I said.
Mountain Lab please. That map made me love this game, years ago as a pubber. :)
Mountain Lab please. That map made me love this game, years ago as a pubber. :)
i'd personally like to see a faster version of ctf, like more open maps and touch return or something similar
ctf_badlands where each spire has a flag
i'd personally like to see a faster version of ctf, like more open maps and touch return or something similar
ctf_badlands where each spire has a flag
KaeVeeMountain Lab please. That map made me love this game, years ago as a pubber. :)
http://teamfortress.tv/forum/thread/10130-cp-highlands
wpminnowsi'd personally like to see a faster version of ctf, like more open maps and touch return or something similar
ctf_badlands where each spire has a flag
iirc kalkin said no ctf ever
[quote=KaeVee]Mountain Lab please. That map made me love this game, years ago as a pubber. :)[/quote]
http://teamfortress.tv/forum/thread/10130-cp-highlands
[quote=wpminnows]i'd personally like to see a faster version of ctf, like more open maps and touch return or something similar
ctf_badlands where each spire has a flag[/quote]
iirc kalkin said no ctf ever
isn't there a map that's taking the same artpass from mountainlab/manor and modifying it for pro play?
mountainlab's a cool-ass map, there's just a few problems here and there that a pro version fixes
e: http://teamfortress.tv/forum/thread/10130-cp-highlands
everyone test this so we get a good linear A/D map please and thank you
isn't there a map that's taking the same artpass from mountainlab/manor and modifying it for pro play?
mountainlab's a cool-ass map, there's just a few problems here and there that a pro version fixes
e: http://teamfortress.tv/forum/thread/10130-cp-highlands
everyone test this so we get a good linear A/D map please and thank you
The second designer's response was odd.
I had a problem with the layout of the map though. By splitting the game between two points to start with (A and B), you promote dividing teams up and creating ‘wrong’ choices for players who know no better. For example, should red be in force at point A, a blue guy heads there and has no chance because his team mates are in B and is outnumbered. He wasn’t to know that however. The same thing goes for a guy on the red team. Because he doesn’t know which point is the ‘correct’ choice for him, he has a good chance that he’ll head to the wrong one.
This is a really weird reason to dislike the gpit layout. It's a game so it's completely natural the player will have to make decisions? Why is it bad that if you make the wrong decision you fail?
Regarding the part where he says that the player couldn't know what's happening at a certain point, you can peek a door and see what's happening, it's not like you have to go die if you see your team is heavily outnumbered.(also voice communication) The reasoning seems to be directed more towards pubs where apparently the design goal is to create maps which are like tubes, making sure nobody can make a wrong decision. It doesn't really apply to comp. I'm not saying that you shouldn't play linear maps in comp or that gpit is good/bad, his reasoning was just bad imo.
The second designer's response was odd.
[quote] I had a problem with the layout of the map though. By splitting the game between two points to start with (A and B), you promote dividing teams up [b]and creating [u]‘wrong’ choices[/u] for players who know no better[/b]. For example, should red be in force at point A, a blue guy heads there and has no chance because his team mates are in B and is outnumbered. [b]He wasn’t to know that however. The same thing goes for a guy on the red team. Because he doesn’t know which point is the ‘correct’ choice for him, he has a good chance that he’ll head to the wrong one.[/b][/quote]
This is a really weird reason to dislike the gpit layout. It's a game so it's completely natural the player will have to make decisions? Why is it bad that if you make the wrong decision you fail?
Regarding the part where he says that the player couldn't know what's happening at a certain point, you can peek a door and see what's happening, it's not like you have to go die if you see your team is heavily outnumbered.(also voice communication) The reasoning seems to be directed more towards pubs where apparently the design goal is to create maps which are like tubes, making sure nobody can make a wrong decision. It doesn't really apply to comp. I'm not saying that you shouldn't play linear maps in comp or that gpit is good/bad, his reasoning was just bad imo.
A long time ago, I made a post on gotfrag describing a concept for an experimental pl map designed to be played in 6s.
The idea was to fundamentally alter the pl mechanics to remove what made pl unpalatable for 6s players. The main differences were:
1. Once the cart is set it motion it will stay in motion until an enemy player stops it by entering the capture zone. This was to remove the problem of one or more players having to stay glued to the cart at all times and to make the game more about preserving momentum rather than slowly moving the objective forward after you win a fight.
2. The cart moves much faster in general to reward the attackers more for winning a fight decisively.
3. The cart will begin to move backwards after only 5 seconds of being stopped and will move backward at a much faster speed than in regular pl. This is to give the defense more incentive to get aggressive and to reward them more for winning a fight.
4. There is no set up time. The defenders would have to rollout quickly if they wanted to set up an early defense or give up a bit of ground if they wanted to turtle with a heavy or an engineer. This was supposed to make the first fight more dynamic and to encourage a greater variety of strats.
5. The map would have 3 points total and would be played by stopwatch rules.
When I made the thread on gotfrag, I was somewhat encouraged by the positive reception my ideas received, so I decided to work on the map a bit. I was able to get the cart to behave exactly the way I it wanted to, but I got bogged down in the creation of the map itself and lost the will to continue.
I still think its possible that this concept COULD work and regardless it would be an interesting experiment.
A long time ago, I made a post on gotfrag describing a concept for an experimental pl map designed to be played in 6s.
The idea was to fundamentally alter the pl mechanics to remove what made pl unpalatable for 6s players. The main differences were:
1. Once the cart is set it motion it will stay in motion until an enemy player stops it by entering the capture zone. This was to remove the problem of one or more players having to stay glued to the cart at all times and to make the game more about preserving momentum rather than slowly moving the objective forward after you win a fight.
2. The cart moves much faster in general to reward the attackers more for winning a fight decisively.
3. The cart will begin to move backwards after only 5 seconds of being stopped and will move backward at a much faster speed than in regular pl. This is to give the defense more incentive to get aggressive and to reward them more for winning a fight.
4. There is no set up time. The defenders would have to rollout quickly if they wanted to set up an early defense or give up a bit of ground if they wanted to turtle with a heavy or an engineer. This was supposed to make the first fight more dynamic and to encourage a greater variety of strats.
5. The map would have 3 points total and would be played by stopwatch rules.
When I made the thread on gotfrag, I was somewhat encouraged by the positive reception my ideas received, so I decided to work on the map a bit. I was able to get the cart to behave exactly the way I it wanted to, but I got bogged down in the creation of the map itself and lost the will to continue.
I still think its possible that this concept COULD work and regardless it would be an interesting experiment.
oh man, that sounds like fun. I'd be down for playing a map like that
one thing I've always wanted out of a map is to force the stopwatch usually only in tourney mode to me the main focus of a map. that is to say, even in pubs, the main intentions and goals are the same as the map in tournaments, maybe in a two-point style map that lasts really quickly
oh man, that sounds like fun. I'd be down for playing a map like that
one thing I've always wanted out of a map is to force the stopwatch usually only in tourney mode to me the main focus of a map. that is to say, even in pubs, the main intentions and goals are the same as the map in tournaments, maybe in a two-point style map that lasts really quickly