I've seen Turbine in euroland games and it looks quite good and action packed. Even though it isn't a traditional ctf map that would be found in quake, it still seems like a good map. Is there an reason why it isn't played in ESEA?
I was just thinking the same thing while watching the Vanilla TV cast.
intel gets to mid -> intel is super easy to cap, and so the game feels like it is cheating you sometimes
at least to me
at least to me
people don't like it
better answer: the center-of-map hold mechanic works better in koth, the layout breaks ctf's grab/chase dynamics
better answer: the center-of-map hold mechanic works better in koth, the layout breaks ctf's grab/chase dynamics
CTF is awful for TF2
the euros could prolly use more practice and real maps then they might beat us :)
the euros could prolly use more practice and real maps then they might beat us :)
i don't know who you are but that's a shitpost
EDIT: if you're serious obviously
actually nevermind, "ironic shitposting is still shitposting"
EDIT: if you're serious obviously
actually nevermind, "ironic shitposting is still shitposting"
regular turbine is a shitfest once one of the two teams gain the advantage. haven't played pro turbine yet, might be cool
staledI've seen Turbine in euroland games and it looks quite good and action packed. Even though it isn't a traditional ctf map that would be found in quake, it still seems like a good map. Is there an reason why it isn't played in ESEA?
it used to be in a few seasons ago, but like most maps that aren't the run of the mill (badlands,granary) etc it just got voted out and people kind of just forgot about it. plus turbine is played in highlander which i think is much more suitable than 6v6, CTF is good in games like quake but it doesn't really make for intense games in tf2 IMO, camping intel rooms is like banging your head against the wall
it used to be in a few seasons ago, but like most maps that aren't the run of the mill (badlands,granary) etc it just got voted out and people kind of just forgot about it. plus turbine is played in highlander which i think is much more suitable than 6v6, CTF is good in games like quake but it doesn't really make for intense games in tf2 IMO, camping intel rooms is like banging your head against the wall
I'm open to suggestions for new maps in pugna but I think most people are happy with the rotation we have now.
Because ctf is nothing without bunnyhopping or some other form of moving faster than normal.
@12: rocketjumping OH WAIT MOST TF2 CTF MAPS ARE DESIGNED TO HAMPER THAT
wareya@12: rocketjumping OH WAIT MOST TF2 CTF MAPS ARE DESIGNED TO HAMPER THAT
+rocket jumper/sticky jumper can't carry the flag.
+rocket jumper/sticky jumper can't carry the flag.
if there were a way to change the rules of CTF in TF2 so that in order to cap your team's flag needed to be returned and were able to touch-return the flag.
ctf_haunt or vitalism deserves a chance i dont think it's been played much outside of highlander
has anyone tried bringing back mainline now that engineer and heavy are limited?
matterteaif there were a way to change the rules of CTF in TF2 so that in order to cap your team's flag needed to be returned and were able to touch-return the flag.
from my understanding there's no way to have touch return without a server plugin
prestigectf_haunt or vitalism deserves a chance i dont think it's been played much outside of highlander
this map is not gonna work well with 6s, it has some good architecture but the structure and pseudo-CTF gamemode are "pretty bad" for tf2's push/hold mechanics.
[quote=prestige]ctf_haunt or vitalism deserves a chance i dont think it's been played much outside of highlander[/quote]this map is not gonna work well with 6s, it has some good architecture but the structure and pseudo-CTF gamemode are "pretty bad" for tf2's push/hold mechanics.
matterteaif there were a way to change the rules of CTF in TF2 so that in order to cap your team's flag needed to be returned and were able to touch-return the flag.
ctf_haunt/vitalism does the former through blocking the cap area at mid with a door. The second is possible, a few maps have done it. Pretty sure it's the output OnTouchSameTeam, but I don't know how to get it to work. I'm going to decompile one of those maps and check the flag properties and I'll post how it's done here.
ctf_haunt/vitalism does the former through blocking the cap area at mid with a door. The second is possible, a few maps have done it. Pretty sure it's the output OnTouchSameTeam, but I don't know how to get it to work. I'm going to decompile one of those maps and check the flag properties and I'll post how it's done here.
most of euros hate playing turbine
they are probably gonna vote it out next season
they are probably gonna vote it out next season
hookymatterteaif there were a way to change the rules of CTF in TF2 so that in order to cap your team's flag needed to be returned and were able to touch-return the flag.ctf_haunt/vitalism does the former through blocking the cap area at mid with a door. The second is possible, a few maps have done it. Pretty sure it's the output OnTouchSameTeam, but I don't know how to get it to work. I'm going to decompile one of those maps and check the flag properties and I'll post how it's done here.
https://dl.dropbox.com/u/31103105/Assorted%20Images/gwgh.PNG
It's an input to the flag. Also, the cap crits are turned off somehow.
Why don't more maps do this?
ctf_haunt/vitalism does the former through blocking the cap area at mid with a door. The second is possible, a few maps have done it. Pretty sure it's the output OnTouchSameTeam, but I don't know how to get it to work. I'm going to decompile one of those maps and check the flag properties and I'll post how it's done here.[/quote]
[img]https://dl.dropbox.com/u/31103105/Assorted%20Images/gwgh.PNG[/img]
It's an input to the flag. Also, the cap crits are turned off somehow.
Why don't more maps do this?