cp_dechero, cp_sunshine, cp_warmerfront these are all viable replacements for koth_coalplant.
PapaSmurf323bring back broma
I think cbear still hates us for spawn camping him on that map.
I think cbear still hates us for spawn camping him on that map.
Granary is one of the best maps every season, it's stale matey even more now because its been around forever so everyone knows how to play it but it's still a classic. The 2fort to tfc, as badlands is to openfire. I'd like to see coalplant go. Gravel pit makes for good entertainment but it's always a wild card from a player stand point. Luck has a lot to do with winning or losing on that map.
I'd like to see coal plant go and warmfront/yukon make a return. Interesting mids with different looks.
I'd like to see coal plant go and warmfront/yukon make a return. Interesting mids with different looks.
Someone should make warpath better so we can play that. I love most of how that map works/looks.
myo enigma make some dumb offseason weekend cup where teams that arent terrible play eachother on the maps that we would think to consider replacing coalplant with
i dont know how ud make money off this but ull find a way
i think i've made ~$8 in preroll ad money from both the ZOWIE tournaments combined
let's go
i dont know how ud make money off this but ull find a way[/quote]
i think i've made ~$8 in preroll ad money from both the ZOWIE tournaments combined
let's go
enigmamyo enigma make some dumb offseason weekend cup where teams that arent terrible play eachother on the maps that we would think to consider replacing coalplant withi think i've made ~$8 in preroll ad money from both the ZOWIE tournaments combined
i dont know how ud make money off this but ull find a way
let's go
That is like 8 McDoubles. What else can you ask for? 9 McDoubles?
i dont know how ud make money off this but ull find a way[/quote]
i think i've made ~$8 in preroll ad money from both the ZOWIE tournaments combined
let's go[/quote]
That is like 8 McDoubles. What else can you ask for? 9 McDoubles?
0 votes for badlands and process. I'm proud of you guys.
there is always cp edifice if gravelpit is to old for y'all
I still think cp_granary_pro is cool even if it doesn't make any major changes to last
thrasherSomeone needs to make cp_well_pro
I miss well
We were, (prowell/prowl) I was headlining the project with Swaty, but then 9 million people convinced him to make this change/that change and it became a Frankenstein map . . . I'll link you the last version he worked on before leaving the community.
https://www.dropbox.com/s/v5n7iviby3dzx7q/cp_prowell_b4.7z
Changes:
Last:
- Removed Clipping on Railings
- Reworked geometry of ceilings heading into last from bottom left and right
- Consolidated Top entrance from level (3) at 2nd into 1 flat level
2nd:* Major Changes*
- Consolidated Attic with Level 2 via Ramps
- Raised Ceilings all over the area
- Locked forward Respawn
- Added Health and Ammo to accommodate defense
- Expanded left (defense) fighting area leading from previous "well room" into main CP room
- Greatly Reworked right (defense) fight area: Raising ceiling drastically, adding ramp, incorporating window rooms
- Clipped All Windows on level 2. (think this was fraggas idea, but in junction with the ceiling on the right, it makes for really awesome skip jumps from forward spawn to middle— making a previous difficulty for soldier to move around on the map null)
- Well Room altered to be a hub for offense/defense
- Rethought Water Routes: Pool located in main ramp room is enterable/exitable leading to river in yard
Yard/Middle:
- Route from river to Middle REMOVED. The River only leads into 2nd, but a player cannot swim from Mid to river anymore, preventing annoying sharking and backcaps.
- Pool added under Middle battlements to retain that entry into middle.
- Medium Amm0 added to train car in yard
- Geometry added to allow all classes to climb onto battlements for opening Mid Fight.
- All clipping removed around middle: Light fixtures in battlements, wires around point
- Train bed removed from under point to encourage a more fluid fighting area/Medium HP + Medium Ammo repositioned here
- Small HPss put on both sides between doors
-Small ammos underneath cap on either teams side (in effort to solve maps ammo issues)
This only ever made it to beta4, and could stand for some more editing. For instance I imagine the altered water pools in/out of mid are superfluous, and the major changes to 2nd likely needs playtesting and it's accompanying tweaking. But if anyone wants to take a look at it and maybe edit it, go right ahead.
Also, most people never played or saw the "fixed" version of Mainline that was whipped up to address many of the concerns voiced during the season. I'll post that too for the hell of it: https://www.dropbox.com/s/unslnnfynjlu8k4/cp_mainline_rc6.7z
I miss well[/quote]
We were, (prowell/prowl) I was headlining the project with Swaty, but then 9 million people convinced him to make this change/that change and it became a Frankenstein map . . . I'll link you the last version he worked on before leaving the community.
https://www.dropbox.com/s/v5n7iviby3dzx7q/cp_prowell_b4.7z
Changes:
[b]Last:[/b]
- Removed Clipping on Railings
- Reworked geometry of ceilings heading into last from bottom left and right
- Consolidated Top entrance from level (3) at 2nd into 1 flat level
[b]2nd:[/b]* Major Changes*
- Consolidated Attic with Level 2 via Ramps
- Raised Ceilings all over the area
- Locked forward Respawn
- Added Health and Ammo to accommodate defense
- Expanded left (defense) fighting area leading from previous "well room" into main CP room
- Greatly Reworked right (defense) fight area: Raising ceiling drastically, adding ramp, incorporating window rooms
- Clipped All Windows on level 2. (think this was fraggas idea, but in junction with the ceiling on the right, it makes for really awesome skip jumps from forward spawn to middle— making a previous difficulty for soldier to move around on the map null)
- Well Room altered to be a hub for offense/defense
- Rethought Water Routes: Pool located in main ramp room is enterable/exitable leading to river in yard
[b]Yard/Middle:[/b]
- Route from river to Middle [i]REMOVED[/i]. The River only leads into 2nd, but a player cannot swim from Mid to river anymore, preventing annoying sharking and backcaps.
- Pool added under Middle battlements to retain that entry into middle.
- Medium Amm0 added to train car in yard
- Geometry added to allow all classes to climb onto battlements for opening Mid Fight.
- All clipping removed around middle: Light fixtures in battlements, wires around point
- Train bed removed from under point to encourage a more fluid fighting area/Medium HP + Medium Ammo repositioned here
- Small HPss put on both sides between doors
-Small ammos underneath cap on either teams side (in effort to solve maps ammo issues)
This only ever made it to beta4, and could stand for some more editing. For instance I imagine the altered water pools in/out of mid are superfluous, and the major changes to 2nd likely needs playtesting and it's accompanying tweaking. But if anyone wants to take a look at it and maybe edit it, go right ahead.
Also, most people never played or saw the "fixed" version of Mainline that was whipped up to address many of the concerns voiced during the season. I'll post that too for the hell of it: https://www.dropbox.com/s/unslnnfynjlu8k4/cp_mainline_rc6.7z
Mainline should get another look since it's kind of hard to evaluate a map when teams run two old-style-super-OP Natascha heavies.
Sunshine is a really beautiful map that looks like it could play well, but it has yet to be tested by actual teams as far as I know(although that's the problem with almost every custom map :/ ). For real though, a TF.TV sponsored tournament to test new maps would go a LONG way toward choosing quality maps for the season instead of rolling the dice like we do now.
Sunshine is a really beautiful map that looks like it could play well, but it has yet to be tested by actual teams as far as I know(although that's the problem with almost every custom map :/ ). For real though, a TF.TV sponsored tournament to test new maps would go a LONG way toward choosing quality maps for the season instead of rolling the dice like we do now.
toothMainline should get another look since it's kind of hard to evaluate a map when teams run two old-style-super-OP Natascha heavies.
Sunshine is a really beautiful map that looks like it could play well, but it has yet to be tested by actual teams as far as I know(although that's the problem with almost every custom map :/ ). For real though, a TF.TV sponsored tournament to test new maps would go a LONG way toward choosing quality maps for the season instead of rolling the dice like we do now.
That is a good point about Mainline, in addition to the updated version I posted above, the version we played that season (rc5) is here: https://www.dropbox.com/s/8583xypkkqy5egq/cp_mainline_rc5.7z
EDIT: though from just looking at the two myself I would say rc6 is better
Sunshine is a really beautiful map that looks like it could play well, but it has yet to be tested by actual teams as far as I know(although that's the problem with almost every custom map :/ ). For real though, a TF.TV sponsored tournament to test new maps would go a LONG way toward choosing quality maps for the season instead of rolling the dice like we do now.[/quote]
That is a good point about Mainline, in addition to the updated version I posted above, the version we played that season (rc5) is here: https://www.dropbox.com/s/8583xypkkqy5egq/cp_mainline_rc5.7z
EDIT: though from just looking at the two myself I would say rc6 is better
I'd say granary is easily the worst map in the pool right now. Unfortunately, until a better replacement comes out I will have to vote to keep it the same. I don't see what problem people have with coalplant, other than it being koth. And even then, at least it isn't dominated by snipers like viaduct is.
But I feel like people haven't learned from the past. What are we gonna vote in, warmfront? And then vote it out again next season after everyone remembers how bad it is?
But I feel like people haven't learned from the past. What are we gonna vote in, warmfront? And then vote it out again next season after everyone remembers how bad it is?
How about not warmfront, how about...
cp_intermodel!
http://teamfortress.tv/forum/thread/13423-cp-intermodel-5cp
:)
cp_intermodel!
http://teamfortress.tv/forum/thread/13423-cp-intermodel-5cp
:)
What's the issue with granary?
From my experience it can go 3 ways:
1. Quick roll
2. 5-3 or 5-4 games that end in < 30 mins
3. Stalematey long games that go back and forth
Ya it's a very old map and ya it's pretty flat, but I've had some good times on that map...I don't see the dislike that people have for it. Also the many back cap potentials makes transitions exciting.
Just my 2 cents :/
Edit: I'm surprised we aren't bandwagoning to get metalworks out. Such a boring map after the mid fights...that map seems more stalematey than granary, IMO.
From my experience it can go 3 ways:
1. Quick roll
2. 5-3 or 5-4 games that end in < 30 mins
3. Stalematey long games that go back and forth
Ya it's a very old map and ya it's pretty flat, but I've had some good times on that map...I don't see the dislike that people have for it. Also the many back cap potentials makes transitions exciting.
Just my 2 cents :/
Edit: I'm surprised we aren't bandwagoning to get metalworks out. Such a boring map after the mid fights...that map seems more stalematey than granary, IMO.
HyceHow about not warmfront, how about...
cp_intermodel!
http://teamfortress.tv/forum/thread/13423-cp-intermodel-5cp
:)
this map reminds me of cp_follower
cp_intermodel!
http://teamfortress.tv/forum/thread/13423-cp-intermodel-5cp
:)[/quote]
this map reminds me of cp_follower
i really wish we kept more than 1 koth map in the rotation :(
so much fighting
so much fighting
seanbudi really wish we kept more than 1 koth map in the rotation :(
so much fighting
all badlands 5cp is inevitable
so much fighting[/quote]
all [s]badlands[/s] 5cp is inevitable
hookyallbadlands5cp is inevitable
I sure hope not, I love KOTH and think it makes 6v6 really exciting to play/watch.
I sure hope not, I love KOTH and think it makes 6v6 really exciting to play/watch.
HyceHow about not warmfront, how about...
cp_intermodel!
http://teamfortress.tv/forum/thread/13423-cp-intermodel-5cp
:)
jesus hyce just how hard can you self-advertise
cp_intermodel!
http://teamfortress.tv/forum/thread/13423-cp-intermodel-5cp
:)[/quote]
jesus hyce just how hard can you self-advertise
b4nnyCoalplant was updated, at least check out b7 before you vote for it. https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b7.bsp
Id want to remove granary but I don't think there are any good replacements at the moment.
https://dl.dropboxusercontent.com/u/60781878/B4NNY.png
Id want to remove granary but I don't think there are any good replacements at the moment.[/quote]
[quote][img]https://dl.dropboxusercontent.com/u/60781878/B4NNY.png[/img][/quote]
IMO I would LOVE to see Yukon back in rotation, it was a fun map back in the day... well all but last that was bad but its a good map
trogwhat was wrong with coalplant?
didn't get to play it much, just wondering
can someone please answer this
didn't get to play it much, just wondering[/quote]
can someone please answer this
PUFFWhat's the issue with granary?
From my experience it can go 3 ways:
1. Quick roll
2. 5-3 or 5-4 games that end in < 30 mins
3. Stalematey long games that go back and forth
Ya it's a very old map and ya it's pretty flat, but I've had some good times on that map...I don't see the dislike that people have for it. Also the many back cap potentials makes transitions exciting.
Just my 2 cents :/
Edit: I'm surprised we aren't bandwagoning to get metalworks out. Such a boring map after the mid fights...that map seems more stalematey than granary, IMO.
For me, it is about how the map is extremely mid fight dependent. I mean, that is tf2 but gran takes it to an extreme and tends to produce the fastest rolls. And if you do stalemate after mid, it becomes one of the harder maps to break stalemates on.
also gran 2nd is pretty poorly designed in my opinion
From my experience it can go 3 ways:
1. Quick roll
2. 5-3 or 5-4 games that end in < 30 mins
3. Stalematey long games that go back and forth
Ya it's a very old map and ya it's pretty flat, but I've had some good times on that map...I don't see the dislike that people have for it. Also the many back cap potentials makes transitions exciting.
Just my 2 cents :/
Edit: I'm surprised we aren't bandwagoning to get metalworks out. Such a boring map after the mid fights...that map seems more stalematey than granary, IMO.[/quote]
For me, it is about how the map is extremely mid fight dependent. I mean, that is tf2 but gran takes it to an extreme and tends to produce the fastest rolls. And if you do stalemate after mid, it becomes one of the harder maps to break stalemates on.
also gran 2nd is pretty poorly designed in my opinion
i think the biggest problem with coalplant was how slow the point capped, which has been changed to match viaduct
hoolitrogwhat was wrong with coalplant?can someone please answer this
didn't get to play it much, just wondering
general consensus I've heard when I asked people is that it's a heaven for scouts and terrible for literally everyone else
Personally, I don't really mind it, there's better maps but it doesn't make me want to kill myself either. I also feel like I survive more as medic on it than I do on viaduct, but I can see where everyone is coming from too
didn't get to play it much, just wondering[/quote]
can someone please answer this[/quote]
general consensus I've heard when I asked people is that it's a heaven for scouts and terrible for literally everyone else
Personally, I don't really mind it, there's better maps but it doesn't make me want to kill myself either. I also feel like I survive more as medic on it than I do on viaduct, but I can see where everyone is coming from too