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TF2: I heard you like orange?

Author
Naso Gomez
#1 - 2012-02-27 05:47:02 UTC  |  Edited by: Naso Gomez
I heard you like orange? Upvotes?

Some pictures showing players playing on the map cp_orange_n.

I made this map for our server/community based on cp_orange_x. It's gone through a lot of changes over the years, but it's pretty much done now. It has a ton more cover than orange_x as well as different pathways like underwater tunnels around the map. Snipers and scouts are always a headache so we have our server limit those two classes to a max of two pep team.You can go try it out on our server, usually full around 1~6pm est. If you do try it out, let me know what you like and don't like, it can still change, thanks. You can also check out our website at: www.lostbrotherhood.com

Server IP:
    208.100.25.73:27026
FloppieTheBanjoClown
Arcana Imperii Ltd.
#2 - 2012-02-27 16:31:04 UTC  |  Edited by: FloppieTheBanjoClown
Wow, a map that completely ignores the unique look and feel of TF2 in favor of the blandness of Gungame.

Also, you know you've got a bad map when you admit that particular classes are a problem on it and have to hard-limit them in order to prevent them being spammed. The counter to snipers and scouts is to have more obstructions, alternate paths, and places where scouts get caught in close with pyros and other AoE classes.

Founding member of the Belligerent Undesirables movement.

Naso Gomez
#3 - 2012-02-27 17:35:23 UTC
It's really up to the person what they enjoy playing. I liked gun game a lot when I played CS:S. Also It's not that they are a problem, it's just that everyone loves to play those two classes so much. If you get on any TF2 server that's full of snipers and scouts it would be no fun at all.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#4 - 2012-02-27 17:47:25 UTC
Scouts are easily countered when there are too many of them on a team: one pyro can ruin their day, and backing him up with a heavy or soldier can stop most any number of scouts...providing your map gives some close quarters and corners in which they can be ambushed.

Snipers are useless if a team has more than 2-3 of them. If your team is 25% snipers and you're winning, it's either because your opponents are terrible or the map doesn't provide enough alternate routes that snipers can simply pick off everyone as they approach. Look at 2fort: if one team goes heavy on snipers the other can simply bypass their killzone, forcing them to defend a close-quarters fight with less people.

Founding member of the Belligerent Undesirables movement.

Micheal Dietrich
Kings Gambit Black
#5 - 2012-02-27 18:00:49 UTC
Most of the time snipers are playing their own mini game against each other. Nothing is worse than a sniper being sniped so they ignore others and watch for the other teams sniper.

Out of Pod is getting In the Pod - Join in game channel **IG OOPE **

FloppieTheBanjoClown
Arcana Imperii Ltd.
#6 - 2012-02-27 18:08:00 UTC
Micheal Dietrich wrote:
Most of the time snipers are playing their own mini game against each other. Nothing is worse than a sniper being sniped so they ignore others and watch for the other teams sniper.

That's what most of them do. Personally, I like to find a spot not visible from the normal sniper roosts and just shoot all their teammates while they try to figure out why I'm not in the same place they would be.

Founding member of the Belligerent Undesirables movement.

AlleyKat
The Unwanted.
#7 - 2012-02-28 09:40:12 UTC
FloppieTheBanjoClown wrote:
Scouts are easily countered when there are too many of them on a team: one pyro can ruin their day, and backing him up with a heavy or soldier can stop most any number of scouts...providing your map gives some close quarters and corners in which they can be ambushed.

Snipers are useless if a team has more than 2-3 of them. If your team is 25% snipers and you're winning, it's either because your opponents are terrible or the map doesn't provide enough alternate routes that snipers can simply pick off everyone as they approach. Look at 2fort: if one team goes heavy on snipers the other can simply bypass their killzone, forcing them to defend a close-quarters fight with less people.


This.

Maps in TF2 need design suitable for the different classes. Corners, hidiholes, long narrow straights, vertical terrain, multiple-access points, exposed capture points and different paths for different classes.

If a map doesn't have these elements it won't encourage using all of the classes, and the best maps are the ones you can fully enjoy using any class, whether you are attack or defend.

AK

This space for rent.

Naso Gomez
#8 - 2012-03-01 05:30:45 UTC  |  Edited by: Naso Gomez
AlleyKat wrote:
the best maps are the ones you can fully enjoy using any class, whether you are attack or defend.

While that might be true, this map/server doesn't really conform to the standards of TF2. It's not trying to be the next gold rush map or the very competitive Granary. It's just a map/server that you can go on and fool around, get some kills, and have fun with people. The same way that gun game works on CS:S. If your not really into that kind of thing there are plenty of other stock servers out there with I would assume good communities and people backing them just like this map/server. So hell, give it a try and if you don't like it, oh well. Also If you were to get on, and ask people if they do not enjoy playing a certain class, aside from the bias people, I would expect them to say that all the classes are fun and viable to play.
Merin Ryskin
Peregrine Industries
#9 - 2012-03-01 05:57:43 UTC  |  Edited by: Merin Ryskin
Naso Gomez wrote:
Also If you were to get on, and ask people if they do not enjoy playing a certain class, aside from the bias people, I would expect them to say that all the classes are fun and viable to play.


So, aside from the people who only like playing as certain classes, everyone likes playing as all classes....

Sorry, but I'm going to have to second the comment that it's poor design. If you're depending on the goodwill of the community to avoid breaking your game, you need to fix your game. As long as you have to enforce arbitrary class restrictions that aren't required on properly designed maps, your map does not deserve upvotes.

And TBH, if you can't take constructive criticism like you've received here, you're never going to be a good map designer (or anything else, really).