Group: http://steamcommunity.com/groups/newmappugs
Decided to make a new thread as it was very cluttered, Im starting to try and do some new things, one was to update the group details. Which can be found here
One thing weve done, with a lot of help from Carn (seriously, mad props to that guy) is change from Saturday at 9 to Saturday at 8est, to avoid any possible scrims. Another thing is we have made maps easier to submit maps using a google form which can be found,here.
Ive seen a lot of cool things coming out of mappers lately and it would be awesome to play some of these out. Thanks for reading. If you have any other suggestions/questions you can leave them below or contact me at steam profile
11/21/15
Tonight we'll be running:
Download Pack
We are also now sponsored by Accelerate Servers!
Because of this our new mumble is mumble.accelerateservers.com port:64810
Were still doing some restructuring, so be on the lookout for anything new!
See you all at 8pm est!
Group: http://steamcommunity.com/groups/newmappugs
Decided to make a new thread as it was very cluttered, Im starting to try and do some new things, one was to update the group details. Which can be found [url=http://steamcommunity.com/groups/newmappugs]here[/url]
One thing weve done, with a lot of help from Carn (seriously, mad props to that guy) is change from Saturday at 9 to Saturday at 8est, to avoid any possible scrims. Another thing is we have made maps easier to submit maps using a google form which can be found,[url=http://goo.gl/forms/3cgaNFXY6q]here[/url].
Ive seen a lot of cool things coming out of mappers lately and it would be awesome to play some of these out. Thanks for reading. If you have any other suggestions/questions you can leave them below or contact me at [url=http://steamcommunity.com/id/kounterparts/]steam profile[/url]
[i]11/21/15[/i]
[size=14][b]Tonight we'll be running:[/b][/size]
[list]
[*] [b]cp_reckoner_a1b[/b] by Phi - [url=http://tf2maps.net/resources/reckoner.974/download?version=1390]Download[/url] - [url=http://tf2maps.net/resources/reckoner.974/]TF2Maps[/url]
[*] [b]cp_drudgery_a6[/b] by Mould - [url=https://www.dropbox.com/s/38ij6g8juuedbsd/cp_drudgery_a6.bsp?dl=0]Download[/url]
[/list]
[url=https://drive.google.com/folderview?id=0B_evGrMqXrCvTXZFTjY5ODhmTEE&usp=sharing]Download Pack[/url]
We are also now sponsored by [url=http://accelerateservers.com]Accelerate Servers![/url]
Because of this our [b]new mumble is mumble.accelerateservers.com port:64810[/b]
Were still doing some restructuring, so be on the lookout for anything new!
See you all at 8pm est!
Do you accept non-NA players if you haven't enough for a pug?
Do you accept non-NA players if you haven't enough for a pug?
cirloDo you accept non-NA players if you haven't enough for a pug?
its kinda a general but unwritten rule in the pugs to play scout if you are from europe due to ping, but yeah, come on down :D
[quote=cirlo]Do you accept non-NA players if you haven't enough for a pug?[/quote] its kinda a general but unwritten rule in the pugs to play scout if you are from europe due to ping, but yeah, come on down :D
kounterpartscirloDo you accept non-NA players if you haven't enough for a pug?
its kinda a general but unwritten rule in the pugs to play scout if you are from europe due to ping, but yeah, come on down :D
aight, thanks!
[quote=kounterparts][quote=cirlo]Do you accept non-NA players if you haven't enough for a pug?[/quote] its kinda a general but unwritten rule in the pugs to play scout if you are from europe due to ping, but yeah, come on down :D[/quote]
aight, thanks!
Muh boy Kounter, puts a lot of effort in to run these pugs, good job and stuff. Oh and this Saturday can we not do a koth map? Lol
Muh boy Kounter, puts a lot of effort in to run these pugs, good job and stuff. Oh and this Saturday can we not do a koth map? Lol
Hey again, Were going to play cp_mountainlab_pro_b3 by Hergan!
Download can be found here
Theyll start at 8est, hope to see you all there :D
Hey again, Were going to play cp_mountainlab_pro_b3 by Hergan!
Download can be found [url=https://mega.nz/#!RFNTFLCB!6HYX3FJPFelmsUX2AUOj47C2a_8CPGrZS-WDDSyRQyM]here[/url]
Theyll start at 8est, hope to see you all there :D
apologies to everyone tonight, i was out and got back much later than expected, I was going to cancel tonight because of ToTH, have a good night tonight.
apologies to everyone tonight, i was out and got back much later than expected, I was going to cancel tonight because of ToTH, have a good night tonight.
Tonight we will be playing cp_drudgery
We have implemented a new system of adding feedback as well, while on the server you can add feedback by typing !gf for general feedback on the map, and !fb for location specific feedback, will tell where you are to the map maker and have all the feedback forwarded to him through feedback.tf2maps.net as well as being on the server.
I would like to see some higher level players come out tonight if possible, as the only real testing on this map has been from High Prem players so far.
Mould also said this
MouldI want feedback about cap times and spawn timers mostly, as well as how it feels as a roamer, as a lot of the flanks are very open.
The objectives I had for this map was, too not force 'default' push places like badlands/gully does and to reduce stalemates as much as possible. Would be nice to know to what extent this layout satisfies these objectives.
Please be aware that 2nd/last is built in such a way that holding forward is the best strategy. This reduces stalemates :)
Also, ideas for themes are very much appreciated, the current one is not set in stone at all.
See you at 8 tonight!
Tonight we will be playing [url=http://www.teamfortress.tv/28776/cp-drudgery-5cp]cp_drudgery[/url]
We have implemented a new system of adding feedback as well, while on the server you can add feedback by typing [b]!gf[/b] for general feedback on the map, and [b]!fb[/b] for location specific feedback, will tell where you are to the map maker and have all the feedback forwarded to him through feedback.tf2maps.net as well as being on the server.
I would like to see some higher level players come out tonight if possible, as the only real testing on this map has been from High Prem players so far.
Mould also said this [quote=Mould]I want feedback about cap times and spawn timers mostly, as well as how it feels as a roamer, as a lot of the flanks are very open.
The objectives I had for this map was, too not force 'default' push places like badlands/gully does and to reduce stalemates as much as possible. Would be nice to know to what extent this layout satisfies these objectives.
Please be aware that 2nd/last is built in such a way that holding forward is the best strategy. This reduces stalemates :)
Also, ideas for themes are very much appreciated, the current one is not set in stone at all.[/quote]
See you at 8 tonight!
Pugs are starting, join up!
Pugs are starting, join up!
I'm honestly excited to get involved in one of these some time.
I'm honestly excited to get involved in one of these some time.
Drudgery is cool, especially the geometry on second and the shacks on mid. The last is so thin, though. From what I've seen, very few last pushes failed.
Drudgery is cool, especially the geometry on second and the shacks on mid. The last is so thin, though. From what I've seen, very few last pushes failed.
kounterpartsfeedback.tf2maps.com
ded link, assuming you mean feedback.tf2maps.net
[quote=kounterparts]feedback.tf2maps.com[/quote]
ded link, assuming you mean feedback.tf2maps.net
http://imgur.com/a/i20EB
oops, my fingers slipped
http://imgur.com/a/i20EB
oops, my fingers slipped
pazerkounterpartsfeedback.tf2maps.com
ded link, assuming you mean feedback.tf2maps.net
Yeah, completely flew by my head, fixed now
Phihttp://imgur.com/a/i20EB
oops, my fingers slipped
looks sweet, Phi. Cant wait to try it out! :^)
[quote=pazer][quote=kounterparts]feedback.tf2maps.com[/quote]
ded link, assuming you mean feedback.tf2maps.net[/quote]
Yeah, completely flew by my head, fixed now
[quote=Phi]http://imgur.com/a/i20EB
oops, my fingers slipped[/quote]
looks sweet, Phi. Cant wait to try it out! :^)
Hey everyone, tonight we will be running cp_banana_a6b
The download to a6b can be found here
See you all at 8est!
Hey everyone, tonight we will be running [url=http://tf2maps.net/resources/banana.168/]cp_banana_a6b[/url]
The download to a6b can be found [url=https://www.dropbox.com/s/xos45xfatcdk44r/cp_banana_a6b.bsp?dl=0]here[/url]
See you all at 8est!
Hey everyone,
In an effort to get higher skilled players, were going to introduced a structured cycle system, as to not make pugs AS stale. Were going to run 3 pugs per map and cycle through, this is to one, help with new map jitters, as we all know the first is always the sloppiest and continues to get better as the map is played. This 3 pug cycle will help get more feedback for more maps tonight, as we will be running 3 or 4 maps tonight depending on how it goes.
As such, we will be running
cp_wildlife_b1 by Phi
cp_mutagen_a4 by Ynders
cp_banana_a8 by Lain
See you guys at 8est!
Hey everyone,
In an effort to get higher skilled players, were going to introduced a structured cycle system, as to not make pugs AS stale. Were going to run 3 pugs per map and cycle through, this is to one, help with new map jitters, as we all know the first is always the sloppiest and continues to get better as the map is played. This 3 pug cycle will help get more feedback for more maps tonight, as we will be running 3 or 4 maps tonight depending on how it goes.
As such, we will be running
[b][i]cp_wildlife_b1 by Phi
cp_mutagen_a4 by Ynders
cp_banana_a8 by Lain[/i][/b]
See you guys at 8est!
Admins cant make pugs tonight ao were cancelling.
Also, were looking for admins. If you have any interest add me.
Admins cant make pugs tonight ao were cancelling.
Also, were looking for admins. If you have any interest add me.
Hey!
We're still planning on experimenting with the amount of pugs and pug time each map'll get, but for now we'll be running two maps in tonight's pugs.
Tonight we'll be running:
Download Pack
Pugs start at 8 pm EST, see ya there!
Hey!
We're still planning on experimenting with the amount of pugs and pug time each map'll get, but for now we'll be running two maps in tonight's pugs.
[size=14][b]Tonight we'll be running:[/b][/size]
[list]
[*] [b]cp_wildlife_b2[/b] by Phi - [url=http://tf2maps.net/resources/wildlife.72/download?version=1163]Download[/url] - [url=http://tf2maps.net/resources/wildlife.72/]TF2Maps[/url]
[*] [b]koth_warmfront_a3[/b] by hooky - [url=https://www.dropbox.com/s/xi4xwk6t7oq8wbx/koth_warmfront_a3.bsp?dl=1]Download[/url]
[/list]
[url=https://www.dropbox.com/s/h4ghvolyskw20vm/pack_10_24_2015.zip?dl=1]Download Pack[/url]
Pugs start at 8 pm EST, see ya there!
Pugs canceled for halloween.
Have a spooky one!
Pugs canceled for halloween.
Have a spooky one!
Hey, I have made a cp_gravelpit edit from request of sideshow and they have been testing it out a little, maybe you guys could play it too: https://www.dropbox.com/s/v0be30li82u3a6s/cp_gravelpit_test5.bsp?dl=0
Hey, I have made a cp_gravelpit edit from request of sideshow and they have been testing it out a little, maybe you guys could play it too: https://www.dropbox.com/s/v0be30li82u3a6s/cp_gravelpit_test5.bsp?dl=0
Tonight we'll be running:
Download Pack
Changes to gpit include
Sideshow6:56 PM - kounter RING ME: just wondering if I could get a approx changelog since youre the main mastermind behind it
6:57 PM - Sideshow: sure
6:57 PM - Sideshow: cap time on A and B are almost halved
6:57 PM - Sideshow: round timer has been halved
6:57 PM - Sideshow: essentially that's it so far
Pugs start at 8 pm EST, see you there!
[size=14][b]Tonight we'll be running:[/b][/size]
[list]
[*] [b]cp_gravelpit_test5[/b] by Dagger - [url=http://www.dropbox.com/s/sctyutd0b8vx4g2/cp_gravelpit_test5.bsp?dl=1]Download[/url]
[*] [b]cp_wildlife_b2[/b] by Phi - [url=http://www.dropbox.com/s/ryt1gmkq1zjd0yo/cp_wildlife_b2.bsp?dl=1]Download[/url] - [url=http://tf2maps.net/resources/wildlife.72/]TF2Maps[/url]
[/list]
[url=http://www.dropbox.com/s/q0xa7t4gtxoqc3m/2015_11_7.zip?dl=1]Download Pack[/url]
Changes to gpit include
[quote=Sideshow]6:56 PM - kounter RING ME: just wondering if I could get a approx changelog since youre the main mastermind behind it
6:57 PM - Sideshow: sure
6:57 PM - Sideshow: cap time on A and B are almost halved
6:57 PM - Sideshow: round timer has been halved
6:57 PM - Sideshow: essentially that's it so far
[/quote]
Pugs start at 8 pm EST, see you there!
if gravelpit becomes in the official map rotation i will b very happy
if gravelpit becomes in the official map rotation i will b very happy
Need a couple more for pugs!
Address: 67.212.180.2
Port: 64738
Need a couple more for pugs!
Address: 67.212.180.2
Port: 64738
what changed with gravelpit? it looks exactly the same
what changed with gravelpit? it looks exactly the same
drshdwpuppetwhat changed with gravelpit? it looks exactly the same
kounterparts
Changes to gpit includeSideshow6:56 PM - kounter RING ME: just wondering if I could get a approx changelog since youre the main mastermind behind it
6:57 PM - Sideshow: sure
6:57 PM - Sideshow: cap time on A and B are almost halved
6:57 PM - Sideshow: round timer has been halved
6:57 PM - Sideshow: essentially that's it so far
Kappa.
[quote=drshdwpuppet]what changed with gravelpit? it looks exactly the same[/quote]
[quote=kounterparts][size=14]
Changes to gpit include
[quote=Sideshow]6:56 PM - kounter RING ME: just wondering if I could get a approx changelog since youre the main mastermind behind it
6:57 PM - Sideshow: sure
6:57 PM - Sideshow: cap time on A and B are almost halved
6:57 PM - Sideshow: round timer has been halved
6:57 PM - Sideshow: essentially that's it so far
[/quote]
[/quote]
Kappa.
the timer changes to gravelpit took away a lot of the strategic options for defending and reduced the complexity and fun factor of that map. Coordination is now less of an issue for defense entirely.
the timer changes to gravelpit took away a lot of the strategic options for defending and reduced the complexity and fun factor of that map. Coordination is now less of an issue for defense entirely.
Really like the idea of a pug group to try out new maps
Really like the idea of a pug group to try out new maps
drshdwpuppetthe timer changes to gravelpit took away a lot of the strategic options for defending and reduced the complexity and fun factor of that map. Coordination is now less of an issue for defense entirely.
Which strategic options has it taken away? All your objections are really vague without any reasoning, if you provide some reasoning I'll make changes to improve it.
[quote=drshdwpuppet]the timer changes to gravelpit took away a lot of the strategic options for defending and reduced the complexity and fun factor of that map. Coordination is now less of an issue for defense entirely.[/quote]
Which strategic options has it taken away? All your objections are really vague without any reasoning, if you provide some reasoning I'll make changes to improve it.
Right now, New-New Map Pugs is currently going through some heavy changes and redesign. While we're working on all this, pugs won't be happening tonight. Have a good one!
Right now, New-New Map Pugs is currently going through some heavy changes and redesign. While we're working on all this, pugs won't be happening tonight. Have a good one!
Sideshowdrshdwpuppetthe timer changes to gravelpit took away a lot of the strategic options for defending and reduced the complexity and fun factor of that map. Coordination is now less of an issue for defense entirely.
Which strategic options has it taken away? All your objections are really vague without any reasoning, if you provide some reasoning I'll make changes to improve it.
Most specifically, the ability to back out of B on defense, reform and recommit to defend the point with a well organized push is made obsolete by the speed with which B caps.
Additionally, the Iron Man defense (defending both A and B with a quick rotating defense, sometimes involving heavy), which I understand was never really done in EU, experienced a brief amount of popularity towards the end of gravelpit's lifespan. It was strong if your team was coordinated and able to move fast, and is also made obsolete by the speed at which the points cap.
[quote=Sideshow][quote=drshdwpuppet]the timer changes to gravelpit took away a lot of the strategic options for defending and reduced the complexity and fun factor of that map. Coordination is now less of an issue for defense entirely.[/quote]
Which strategic options has it taken away? All your objections are really vague without any reasoning, if you provide some reasoning I'll make changes to improve it.[/quote]
Most specifically, the ability to back out of B on defense, reform and recommit to defend the point with a well organized push is made obsolete by the speed with which B caps.
Additionally, the Iron Man defense (defending both A and B with a quick rotating defense, sometimes involving heavy), which I understand was never really done in EU, experienced a brief amount of popularity towards the end of gravelpit's lifespan. It was strong if your team was coordinated and able to move fast, and is also made obsolete by the speed at which the points cap.