04-23-2010, 07:26 PM | #141 | ||
Gets tickled by FF
Fortress Forever Staff
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 04-23-2010 at 07:28 PM. |
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04-23-2010, 08:37 PM | #142 |
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Unfortunately the "beta" testing has been proven lacking time and time again due to the fact it's completely unable to replicate a pubbers environment.
Essentially just beta testing maps with people that know exactly what they're doing just makes maps "balanced" for vets. You guys have even said in beta tests dustbowl works for you guys. And that's what i'm afraid of because dustbowl, was my all time favorite map in TFC and it's an utter failure in FF, warpath was also in my top 5 favorite maps and I just don't want to see it go the way of dustbowl. Obviously I can't knock it before I try it, I just have fears for this legendary TFC map, it's seriously the last thing I've been looking forward to in this game. |
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04-23-2010, 09:26 PM | #143 |
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Elmo: I guess I can't complain since no one else is finishing this, but if you're following TFC dimensions closely, that's the WRONG thing to do for FF. FF has faster run speeds and jump pads, meaning maps that worked in TFC feel tiny now. If you need an example of this, look no further than avanti classic. That map was a nice moderate push in TFC and it's over FAST when I play it in FF.
Hammock: Yeah, I agree with you 100% on dustbowl. I kind of want to become a beta tester, but only for AvD and fun map gameplay. I'm not sure they'd accept me on those terms however, plus even if I beat dustbowl well ahead of time in every playtest, I'm not sure it would change anything. |
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04-23-2010, 11:33 PM | #144 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Hint: That's basically all we play in the beta. CTF is rare and gives much more useful feedback when it's structured and all players are of semi-equal skill, so therefore we usually schedule CTF tests outside of the main beta testing times.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 04-23-2010 at 11:35 PM. |
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04-24-2010, 12:38 AM | #145 |
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squeek: Well how is balance determined for beta tests? Like if I joined then offense started winning 90-100% of all dustbowl games, and AvD cap points on maps each took between 30 seconds to 2 minutes, would that impact anything?
Last edited by chilledsanity; 04-24-2010 at 12:39 AM. |
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04-24-2010, 12:51 AM | #146 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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I'm not exactly sure why you think you'd be some huge unstoppable force on dustbowl, but go ahead and apply for the beta team and try it out.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 04-24-2010 at 12:54 AM. |
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04-24-2010, 01:03 AM | #147 | |
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1. Since about 2.1, I win almost every single dustbowl game I play when I'm offense in pubs. I lose most of those same games when I'm on D (and the ones I don't, O is TOTALLY clueless). I'm not talking a couple games, I'm talking dozens per patch and hundreds over the years. I've seen lots of very competent D teams try their best to hold and fail consistently in the last few patches. 2. You've said that the beta games of dustbowl come out very even. I have no idea why this is. Conclusion: Maybe me playing on O in dustbowl makes a difference. Last edited by chilledsanity; 04-24-2010 at 01:04 AM. |
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04-24-2010, 01:15 AM | #148 |
Who the fuck is this guy?
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Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
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Seriously- apply. You obviously spend a lot of time thinking about AvD balance, sign up and lets test some of your ideas out directly.
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04-24-2010, 02:15 PM | #149 | |
Gets tickled by FF
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04-24-2010, 10:00 PM | #150 | |
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Once I've done that, I see how my team is doing. If they're not pushing hard enough, don't have enough of a clue, (or in rare cases someone else is being an "enabler") then I change my tactics accordingly and determine the best way to punch through. I almost never stay the same class for a full round, I constantly change depending on what's needed at the moment. A spy may be what's needed for the final cap, but a solly or sniper may be what's needed for when the gates open. Demoman or solly to break up strong (and alert) D, scout to get the team moving forward, pyro for maps with lots of vertical obstacles to exploit, etc. Being used to pubs, I never really communicate with my team aside from typing "flag on cap", I just try to adapt the best I can to whatever they're doing. In old FF, playing this way was still pretty challenging. In modern FF, it's usually a joke. If the dev team is balancing towards casual AvD games, this could go a long way to explaining why it seems so unbalanced to me. |
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04-24-2010, 10:06 PM | #151 |
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 Last edited by Ricey; 04-24-2010 at 10:07 PM. |
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04-24-2010, 10:22 PM | #152 |
Gets tickled by FF
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I meant we dont do tactics as a team like you would in CTF with specific positions, fall back points and such. I didnt say we don't think about what we're doing.. In fact I did also say "only difference being we know how to play the classes" which to me involves everything you said.
So... you can rethink everything you just said |
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04-24-2010, 11:30 PM | #153 | |||
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I am NOT a great player, but I do try my best when I play and it usually means an insta-win on O. Quote:
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04-24-2010, 11:40 PM | #154 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
The entire founding dev and beta team have little in common with the current dev and beta team.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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04-25-2010, 12:55 AM | #155 | |
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I shall repeat my self... SOOOO HARDCORE!!!
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 |
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04-25-2010, 03:48 AM | #156 |
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Well I wouldn't be too quick to separate yourself on that example squeek since you originally denied the problem existed when I reported it until I came back and presented concrete proof of it. Even then, it didn't get fixed months later in the next patch, so I made a new post of it, with even more proof and it was like a big surprise to the devs all over again. Anyway, that's moot point since it eventually got fixed, but it does make me skeptical. I know the beta team has had an overhaul. As for the dev team, this incident occurred through most of 2008, I'm not sure when the changing of the guard was there between the old and new devs.
Last edited by chilledsanity; 04-25-2010 at 03:49 AM. |
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04-26-2010, 08:40 PM | #157 |
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If you look at the difference between TFC and FF's dustbowl, other than a couple locations throughout the map, the mid maps play the same for the most part.
I could sit here for an hour and point out the similarities and small discrepencies between the two game's dustbowls. But what it all boils down to is, the initial gates, then the 2ndary choke points were holdable for considerabley longer in TFC. Even in TFC if those choke points were lost, the offense jumped ahead to the next choke point. In FF, the initial gates are a joke to defend, there isn't a single round where a decent player can't break out on his own. Then it's even more of a joke for for defense to try and defend at a 2ndary position. I know I said I wasn't going to spend time point out differences...but. For example round2. After you get through the middle of the round, into the jumping yard, in TFC that location could be defended just as well as the initial gates, in FF defense doesn't even try to defend it, they drop right back to the cap point, and then that fails, cause you could have 3 sg's there and still have a medic nade jump it in. It's like that whole secion needs to be bigger, cause FF sg's fail in small areas. Last edited by Hammock; 04-26-2010 at 08:44 PM. |
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04-27-2010, 06:16 AM | #158 |
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It's not just the sg, but yeah, dustbowl round 2 is a perfect example. In old FF and TFC you had the gate defense, the back defense area (near the grenade area and forks), the tunnel exit defenses, and finally the cap defense. You basically had 3 sub-areas to fall back to as D. Occasionally attackers would get a break and skip through one or two, but that was rare. It was just as likely D might be able to reclaim one sub-area.
In modern FF, once the gate defense is smashed on 2, it's really best to just fall back to the cap. Anything else and you're risking an even faster cap because they can move by so fast. |
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04-28-2010, 05:41 AM | #159 |
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New warpath looks pretty nice. Only thing that I would alter would be the wood textures. Nothing against your texturing as it looks spot on, but a "Path of War" would not have anything made of wood left standing. Im guessing that is the reason for the brick in the original. Metal or brick would probably be the proper textures for a "Warpath". Although, I do overthink to much from time to time
Last edited by Sacrifist; 04-28-2010 at 05:43 AM. |
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04-28-2010, 10:30 AM | #160 |
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leave the wood! im a bit sick of rusty metal industrial textures, like that looks clean and uber D :
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