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Author Topic: Adjudicating regular cp maps  (Read 665 times)
Wigglytuff
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« on: June 15, 2012, 10:16:36 am »

It's just kind of annoying to have four out of five points capped and still have the match end in stalemate, so I dunno, make it so that the team with more cps at the end of the match wins?
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Takapajula
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« Reply #1 on: June 15, 2012, 10:19:53 am »

How about make it joke-ish?

"Blu wins! kinda..."

EDIT: Now that I think of it, nah.
« Last Edit: June 15, 2012, 01:15:23 pm by Takapajula » Logged

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« Reply #2 on: June 15, 2012, 10:51:29 am »

TF2 says it's a stalemate when the time runs out on the map, so I'm guessing that the current implementation is staying.
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« Reply #3 on: June 15, 2012, 11:33:22 am »

>implying we have to do everything TF2 does to a tee
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Wigglytuff
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« Reply #4 on: June 15, 2012, 11:37:46 am »

TF2 says it's a stalemate when the time runs out on the map, so I'm guessing that the current implementation is staying.

What about Sudden Death? That happens on cp.
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« Reply #5 on: June 15, 2012, 11:54:00 am »

Cap 4th point
Camp it until round ends and never push
Win game

see that's not very fun
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« Reply #6 on: June 15, 2012, 12:23:07 pm »

>implying we have to do everything TF2 does to a tee
>Attempt to add a new feature to make the game more unique
"NOOO, IT DOESN'T FOLLOW TF2, WE CAN'T DO THIS!"

>Attempting to add a new feature to make the game more like tf2
"NOOO, WE DON'T NEED TO FOLLOW TF2 WE NEED OUR OWN IDENTITY!"

Feature Requests section in a nutshell
« Last Edit: June 15, 2012, 12:24:26 pm by CandleJack » Logged

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Phantom Brave
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« Reply #7 on: June 15, 2012, 12:23:34 pm »

shut up and stop arguing or i'm locking the fucking thread

no haha im funny bullshit either, stay on topic and don't be cunts.
« Last Edit: June 15, 2012, 12:31:35 pm by Wareya » Logged

Wigglytuff
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« Reply #8 on: June 15, 2012, 12:32:57 pm »

Cap 4th point
Camp it until round ends and never push
Win game

see that's not very fun

Something that makes the game a stalemate if a cp isn't capped with a certain amount of time (e.g. 2 minutes)?
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« Reply #9 on: June 15, 2012, 12:34:49 pm »

Cap 4th point
Camp it until round ends and never push
Win game

see that's not very fun
Isn't that the same as now, but instead of the team with fewer points never pushing?
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« Reply #10 on: June 15, 2012, 12:38:16 pm »

Better idea:

Staggered spawntimes. If you're losing you're going to have a longer respawn to wait through.
Play on maps that utilize forward spawns.

The entire purpose of those two functions is to prevent stalemates by making it easier for the winners to continue keeping pressure on in order to break a defense. It prevents stalemates to an extent, if the offense isn't good enough or the defense is good enough, the game will get to a standstill until someone gets a pick or a Superburst.
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« Reply #11 on: June 15, 2012, 12:43:40 pm »

cp_badlands in TF2:
Middle point is perfectly balanced to fight on.
Spire is tactical to attack and defend.
Final point is easy as shit to defend, but captures very fast.
Spawn times are extremely long when you're defending last and fast when you attack it.
They're slightly long when you're defending spire.
GG2:
CP maps generally unbalanced, don't have proper chokepoint and flank design, cap timers are hardcoded in GG2, spawn time is constant, no respawn waves.
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Wigglytuff
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« Reply #12 on: June 15, 2012, 01:01:05 pm »

Better idea:

Staggered spawntimes. If you're losing you're going to have a longer respawn to wait through.
Play on maps that utilize forward spawns.

The entire purpose of those two functions is to prevent stalemates by making it easier for the winners to continue keeping pressure on in order to break a defense. It prevents stalemates to an extent, if the offense isn't good enough or the defense is good enough, the game will get to a standstill until someone gets a pick or a Superburst.

So, what, an exponential respawn time code? Sounds good.
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« Reply #13 on: June 15, 2012, 01:09:36 pm »

exponential respawn time code
what is that even supposed to mean?
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Wigglytuff
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« Reply #14 on: June 15, 2012, 01:16:39 pm »

It's a kind of  math function, where the growth isn't constant.
y = a(b to the power of x).

So there, x would be the number of control points with team x, and y would be the respawn time of team x.
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