Teeqo
Jr. Member

Offline
Posts: 94
Newfag
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« Reply #60 on: May 07, 2011, 03:56:09 am » |
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Yes, really nice. probably the only good one up lately. Keep hosting this man.
funny to see people  'ing because they hate the randomness of the map 
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If you'd like to find out if there's any spies nearby, check a nade into an area of choice, and if there is, you will hear some lovely man screams.
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Ultros
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« Reply #61 on: May 07, 2011, 05:35:46 pm » |
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Gonna be away for the weekend. Leaving my server up, but if there's a crash or something, i won't be able to start it back up until probably Monday.
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Past
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« Reply #62 on: May 07, 2011, 05:37:02 pm » |
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You know what that means, kids! It's time to play everyone's favorite game...
CRASH THAT SERVER!
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Phantom Brave
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« Reply #63 on: May 07, 2011, 10:06:48 pm » |
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23:02 < wareya> hi ultros 23:02 < wareya> is your respawn time still 10 secs? 23:02 < wareya> Some maps rely on a respawn time between 5 and 8 seconds for defence to be balanced 23:03 < wareya> including atalia and 2dfort 23:04 < ultros> Well, it's what I like for the majority of maps, and there's currently no way to choose settings on a per-map basis. 23:05 < wareya> You could mod taze t server if you're up to it 23:05 < wareya> or make a plugin 23:05 < wareya> for now I think like changing ot to seven or eight seconds would make things play out more smoothly 23:06 < wareya> it* 23:06 < ultros> Feel free to start a discussion in the thread about it; I'm willing to lower respawn times a bit if people really dislike them as is.
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 Linkin Park lyrics here
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Ultros
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« Reply #64 on: May 07, 2011, 10:24:24 pm » |
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The rest of that conversation, since I think it's worth putting here:
<ultros> Though personally I think maps like 2dfort work better (in public servers, at least) with longer respawn times, since you actually have time to grab the intel and get out after killing defenders. <wareya> Dealing with respawning defense is one of my favorite parts about that map, though. <ultros> I don't think it's balanced for defenders to get two chances to kill an attacker. <wareya> It's like how campgrounds 1v1 works in quake live; the timing of the spawning is ridiculously important not to the balance but to how interesting things are. <ultros> Never played Quake, so can't really appreciate the comparison. <wareya> alright <wareya> Keep in mind that it's a fort style map, with the intel behind the spawn <wareya> The fort is the "heart" of the tense aspects of the gameplay <ultros> Yeah, that's exactly the type of map that I feel merits a longer respawn time, for the reason I mentioned. <wareya> That's how it's supposed to be, though, in my opinion <wareya> fort maps are for pushes of stacking or situational advantage to pull a cap through <wareya> Six seconds is practically perfect for a runner to go into 2dfort and get out alive, if they're nimble, before the defense respawns <wareya> the only class literally unable to get the intel out is the heavy <DrMalpractice> Not if he has a medic. <wareya> and defending an intel with the timer running on it is a huge part of playing fort maps <wareya> then the medic would get the intel and the heavy would cover his tracks <wareya> usually <DrMalpractice> True, but it's possible for the heavy to get the intel with a medic. <DrMalpractice> It's just not smart for the heavy to keep it. <DrMalpractice> Just thought I'd throw that out there. <ultros> I agree with you about pushes if we're talking about more competitive matches, but in a public server there's usually only a few strong players, so I prefer a longer respawn because it enables more meaningful individual actions.
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« Reply #65 on: May 07, 2011, 10:49:27 pm » |
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ctf_truefortconstructorpower is a terrible map and whoever made it should feel bad about themselves.
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MAY HEGEHOG
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« Reply #66 on: May 07, 2011, 10:52:24 pm » |
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ctf_truefortconstructorpower is a terrible map and whoever made it should feel bad about themselves.

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a sha'doe of meyeself, juss hoo am i?? skan horeyezens.. . a trajick missteri.. . . . .. u koodif leffed mi hear, seeld insyd te pod.. .. no one wood everr no.. te k-aws kuntroll... .. my troo eyedenditty.... te powerr that izz miii!!! we all danse in fiya!!!! trap in this masheen!!.. donnno how long we waytid.. azz te egghed's washing!! we all danse in fiya!!!! luking thruw te skrean!!!... donnno how long we waytid. ... azz te egghed washes!
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Teeqo
Jr. Member

Offline
Posts: 94
Newfag
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« Reply #67 on: May 08, 2011, 01:20:21 am » |
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cp rathdrum. blu medcab broke.
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If you'd like to find out if there's any spies nearby, check a nade into an area of choice, and if there is, you will hear some lovely man screams.
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Ultros
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« Reply #68 on: May 08, 2011, 01:42:04 am » |
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Yeah, I noticed myself. I think it might actually make the map more fair, though; the last point is pretty easy to defend, being right under the blue spawn and with a death pit beneath it. Making it so defending rocketmen and detos can't jump back up there to heal helps the attackers win through attrition
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Full_Korbe
2011 Haxxy Award Winner
Offline
Posts: 204
Sometimes, you just need a little more maps
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« Reply #69 on: May 08, 2011, 04:21:52 pm » |
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Of all maps I did, you choose the worst  gen_citybattle is far too tight and it's a gen map. Very bad indeed. So if you want of my map, choose another  But your server works surpringsly good for an European like me.
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Dronery
2011 Haxxy Finalist
Offline
Posts: 1847
Your ████
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« Reply #70 on: May 08, 2011, 05:12:02 pm » |
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I always crash in cp_classicwell_remix can you make a zip folder of all the maps you have on your rotation?
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Washy
Fool
Offline
Posts: 2615
no
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« Reply #71 on: May 08, 2011, 07:18:21 pm » |
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Every map is in the Astronomical map pack.
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Floyd Pinkerton
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« Reply #72 on: May 09, 2011, 02:16:53 am » |
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Every map is in the Astronomical map pack.
nope
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 Waiting to cut out the deadwood.
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