10-03-2009, 06:00 PM | #201 |
NeoNL
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Indeed!
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10-04-2009, 03:01 PM | #202 | |
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haha yeah, he definitely did! Haven't had anytime to work on this at all, mb tonight after work though. In the mean time, I'm considering making the map an I/D map and not an AvD, cause I read through this and it seems that was Zouave's original intention:
Quote:
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10-04-2009, 05:29 PM | #203 |
Not choking. Yet.
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Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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I probably wouldn't make it an I/D map, personally. Thats mostly due to there being relativly few AvD maps compared to I/D, though, and not because it wouldn't suit the map .
CP2/3 could probably stand to be a bit more defensive in nature, I guess. All 3 CP's are prone to being easily capped by a decent long-range jump, doesn't matter so much for CP1 I guess. Bucket caps help a bit, not convinced they're a perfect solution though. Not really any easy way aside from that to alter things without a major rework though, CP3 especially. I'll think on it for a bit and get back to you
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10-04-2009, 09:28 PM | #204 |
Beta than eva'
Join Date: Mar 2007
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Hey, I just came back to wish you luck. It wasn't so much that I overlooked anything, its just when FF originally came out there were like 5 servers. When it came time to reformat my hard drive, it just didn't occur to me that I should save it...I just wanted my computer to work again.
So, again, good luck and I'll be checking back in to see how you're doing with the map. |
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10-04-2009, 11:53 PM | #205 | |
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Quote:
I'm looking at a solution to making it a bit more defensive, on cp2 right now, and might even have one for 3, but I gotta bounce 'em off of you. I'm not too concerned with changing the geometry a bit, so long as it looks like thecove and the gameplay is better. @ Beetle, thanks man and np, I'm just glad to not have to do all the geometry. Thankfully most of that stayed, I just gotta add in some detail and make it more playable.
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard Last edited by Dr.Satan; 10-04-2009 at 11:54 PM. |
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10-05-2009, 12:51 AM | #206 |
Not choking. Yet.
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Wiki Team Fortress Forever Staff Join Date: Jul 2007
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Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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As I said, it's not because the map wouldn't suit it. It very obviously would.
If there weren't a lack of AvD style maps, I'd agree with you 100% Your probably right anyways, and I'm just being selfish wanting another AvD map over a ID one - my preference has always been for AvD maps over ID maps.
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10-05-2009, 02:11 AM | #207 |
Pew pew ze beams
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Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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avd ftw : P
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10-05-2009, 09:46 AM | #208 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Keep it AvD and people will eventually learn to cramp the CP with dispensers and pipes while the Soldiers push the jump points to prevent the Cap ;3 That's the main flaw with AvD, that you need even teams in terms of skill to make it last. Although Cove has an extra defense - killing the Flag carrier midjump gets the flag into the water, and it's a pain to get it out.
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10-05-2009, 11:26 AM | #209 |
Tealeaf
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Problem with AvD is a good player can end the map while others are still trying to find the way out of the respawn, I prefer I/D (or something like AvD but teams switch once only, and have to beat the capture time from the other team, might work if the map is offence biased).
Biggest problem with I/D is you end up spending half the map in the defence building / waiting stage, if it's offence biased (asti). |
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10-06-2009, 01:52 AM | #210 |
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IvD is better because the action is non-stop.
There's no reason you can't make an AvD map that resets when the last cap is taken. |
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10-06-2009, 06:18 AM | #211 |
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see that's my look on it. I don't really get the attraction to AvD cause I/D is the same thing only MORE of it. And yeah you could reset the AvD, but then it's not always fun to have to be O or D again either. That's also why I like I/D, cause I don't like to just play O or D, I swing both ways
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard Last edited by Dr.Satan; 10-06-2009 at 07:13 PM. |
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10-06-2009, 06:13 PM | #212 |
Not choking. Yet.
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Wiki Team Fortress Forever Staff Join Date: Jul 2007
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Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Actually, I was going to write a big wall of text, but I'll save it for a more appropriate place... you have the map Satan, proceed as you see fit.
I'm not against making it an ID map, I'd just prefer AvD. Personal preference.
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