View Full Version : CTF
NPH
April 24th, 2008, 11:10 PM
Why on god's green earth do I have to cap it 6 times on 2fort and 9 (!) times on mach 4.
The only reason I say this is:
1) A team has to absolutely dominate to cap it that many times to begin with.
2) The breaks every 2/3 caps allow for teamswitches and give people foreseeable goals
3) A team gets no (zero, zilch, nada, etc) credit, even if they cap it 7 times. A stalemate for winning 8-1? Rounds in a ctf map are like milestones. A team will try harder to reach these milestones when they don't take the entirety of the map to finish.
Why exactly did we change it in the first place? Really the easiest solution if you want to limit caps is just to put mp_maxrounds and tf_flag_caps_per_round to factors of whatever number of caps (9 or 6 for example) that you want us to play.
Honestly, I played mach4 for close to an hour yesterday and I learned a team will TURTLE LIKE NO TOMORROW if you cap on them 6 times.
I'd really like to see this changed back to its traditional form, the ridiculously long rounds are getting on my nerves.
Nekkris
April 24th, 2008, 11:24 PM
What do you mean "capture"? I didn't know that was possible on DM maps..
lefty
April 24th, 2008, 11:29 PM
huh? hes talking about ctf maps...
nek, you need to step up your game son. youre slipping.
NPH
April 24th, 2008, 11:38 PM
*WHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOSH*
whizzlur
April 25th, 2008, 12:34 AM
With 3 snipers...2engies...4 demos/soldiers staying inside and spamming entrances...turtle voltron has formed!
CynicalFate
April 25th, 2008, 12:45 AM
turtle voltron lol
Nekkris
April 25th, 2008, 07:33 AM
huh? hes talking about ctf maps...
nek, you need to step up your game son. youre slipping.
u didn c wut i did thar =/
iheartyou
April 25th, 2008, 08:15 AM
Agreed with this thread entirely! Rk step it up yo, respond to these deleima with your mad skillz of reasining and making-it-happenness
notorious
April 25th, 2008, 08:36 AM
so true.
ctf maps with no score limit just turn into a DM match. now if it was advertised as such...success!
i vote we make a custom version of ctf_bball2 with 4 courts, 3v3 on each. and then replace all other ctf maps with this new, awesomer, bball.
Nekkris
April 25th, 2008, 09:09 AM
I think it should be 5 v 5 and players who aren't playing are on the bench :) that would be epic
iheartyou
April 25th, 2008, 09:40 AM
I think it should be 5 v 5 and players who aren't playing are on the bench :) that would be epic
apparently you ahven't palyed bball with us much. 5v5 is freaking retarded and practically impossible to score. Respawn is like 5 seconds and with 5 players per side there is little to no downtime as chaos insues and it turns into a DM match instead of a tactical fragfest.
Nekkris
April 25th, 2008, 09:42 AM
Turn spawn time up?
iheartyou
April 25th, 2008, 09:45 AM
then we're stuck with a whole new game, would be interesting, but it may lose its great gameplay as its supposed to be quick, and fluid
rk-
April 25th, 2008, 10:14 AM
Yep, looks like this little experiment is an epic failure - we'll go back to:
tf_flag_caps_per_round 3
mp_winlimit 3
League settings for this map just don't work in a pub *shrug* :)
notorious
April 25th, 2008, 10:25 AM
it may lose its great gameplay as dave is a tryhard who can't hit a single shot and cant even score!!
manofphat
April 25th, 2008, 10:38 AM
done
Nekkris
April 25th, 2008, 11:12 AM
Done RKs change or added bball? :D
I already know the answer to that though! :|
GodShot
April 25th, 2008, 12:22 PM
I think we should have more than one round for 2fort and mach4. You should decrease the number of capture to 3 and have at least 2 rounds.
We should also remove dustbowl from #2 as well as redstone.
2fort
mach4
turbine
badland
gravel pit
w00t w00t
rk-
April 25th, 2008, 12:30 PM
cp_redstone's gone, while cp_labor & cp_museum were just added in (see other thread).
the ctf_maps have gone back to the original setup, with mapchange on 3 points (so 9 caps). Dustbowl's too much of a favourite of ppl, so I don't think it'll move anytime soon.
archivist101
April 25th, 2008, 12:40 PM
We should also remove dustbowl from #2 as well as redstone.
2fort
mach4
turbine
badland
gravel pit
GodShot, I believe a balance between 'Capture The Flag' and 'Capture Point' was trying to be attained on server #2. Even with Bandlands and Gravel-pit in the rotation, your purposed map scheme of 60% 'Capture The Flag' to 40% 'Capture Point' might make the environment a bit stale. My experience so far gives me the impression that while people do enjoy a good session of 'Capture The Flag' they don't like being taxed with that objective too often.
Well... that's just my experience/opinion so far anyway...
Not sure if it rests on solid ground.
:confused:
rk-
April 25th, 2008, 12:57 PM
GodShot, I believe a balance between 'Capture The Flag' and 'Capture Point' was trying to be attained on server #2. Even with Bandlands and Gravel-pit in the rotation, your purposed map scheme of 60% 'Capture The Flag' to 40% 'Capture Point' might make the environment a bit stale. My experience so far gives me the impression that while people do enjoy a good session of 'Capture The Flag' they don't like being taxed with that objective too often.
Well... that's just my experience/opinion so far anyway...
Not sure if it rests on solid ground.
:confused:
Yes, you're spot on. That, and that rotation is waaaayyyy too small.. small rotations mean ppl get bored, FAST.
KarlParsons
April 25th, 2008, 01:08 PM
Yes, never remove Dustbowl, but I agree with removing the redic cap numbers...
badastronaut
April 25th, 2008, 01:32 PM
Couldn't we make 2Fort just 2 rounds of 3 captures? Having a team get 9 total captures is pretty much impossible, I've found. If a team can lose even 2 rounds, they'll just turtle for the last one and we'll all be forced to wait for the clock.
rk-
April 25th, 2008, 01:38 PM
clock is still only 20min, so that will most like cause the map change even if it was just 2-0
badastronaut
April 25th, 2008, 01:54 PM
Oh, okay! That's fine then :) Nevermind my previous post!
whizzlur
April 25th, 2008, 03:01 PM
turtle soup has been served.
GodShot
April 25th, 2008, 03:30 PM
Dustbowl would still be available on #1 and #3.
As for 2fort, I do not know if you can add this map twice in the list of maps. We could then play 2fort back-to-back after 3captures or 20minutes...
I would be interested to a mix of 2fort & badland on a new? 24/7 server! Maybe I miss old school games like Quake and Unreal.
iheartyou
April 25th, 2008, 04:08 PM
Dustbowl would still be available on #1 and #3.
As for 2fort, I do not know if you can add this map twice in the list of maps. We could then play 2fort back-to-back after 3captures or 20minutes...
I would be interested to a mix of 2fort & badland on a new? 24/7 server! Maybe I miss old school games like Quake and Unreal.
Your ideas are FTL =p
rk-
April 25th, 2008, 05:28 PM
Sorry Godshot, but you're just about the only guy here who genuinely likes 2fort.. the rest of us just stand it and best and hate it at worst.
ungst
April 25th, 2008, 05:32 PM
Couldn't we make 2Fort just 2 rounds of 3 captures? Having a team get 9 total captures is pretty much impossible, I've found. If a team can lose even 2 rounds, they'll just turtle for the last one and we'll all be forced to wait for the clock.
rk-
April 26th, 2008, 12:08 AM
clock is still only 20min, so that will most like cause the map change even if it was just 2-0
badastronaut
April 26th, 2008, 08:51 AM
Oh, okay! That's fine then :) Nevermind my previous post!
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