SporkNinjaDraken Posted January 4, 2010 Share Posted January 4, 2010 I am a fan of Doublecross it's a nice CTF I enjoy it more than I enjoy 2fort and I'm a fan of 2fort. (even if in someways it's very similar to an earlier version of my own map >_>) Link to comment Share on other sites More sharing options...
chivesontheweb Posted January 4, 2010 Share Posted January 4, 2010 I think it was fun having egypt back in for a week or two but it's already overstayed it's welcome for some. Premuda I've had a lot of mixed feelings about, so I'm open to discussion on putting it back. I consider myself anti-Egypt, but having it in rotation for a couple weeks actually was kind of fun. I think we should throw more 'limited time' wild card maps in the rotation to spice things up every month or couple weeks. Sometimes it's nice just to have something different even if the map design is debatable. Link to comment Share on other sites More sharing options...
Powerlord Posted January 4, 2010 Share Posted January 4, 2010 I am a fan of Doublecross it's a nice CTF I enjoy it more than I enjoy 2fort and I'm a fan of 2fort.(even if in someways it's very similar to an earlier version of my own map >_>) Yes, I'm all for keeping Doublecross and removing sawmill. Sorry, I meant to say sawmill. ... My fingers just won't let me nominate two fourts removal as long as ctf_sawmill is on there. Link to comment Share on other sites More sharing options...
SporkNinjaDraken Posted January 4, 2010 Share Posted January 4, 2010 ... Why IS Sawmill still there? Just out of curiousity? 'cause CTF_Sawmill is awful it's like the worst map that could have been converted into CTF... ever. Link to comment Share on other sites More sharing options...
WindStrike Posted January 5, 2010 Share Posted January 5, 2010 Anyone up for scrims tonight on the RED server? Just need someone to set the place up. I thought someone said something about OCR Monday scrims about two weeks ago, so I figured I'd bring it up. Link to comment Share on other sites More sharing options...
Darlos9D Posted January 5, 2010 Share Posted January 5, 2010 I saw people at MAGFest. BrushFire and I touched each other. Yeah. EDIT: the forum reformats your message if you do it in all caps. Bastards! Link to comment Share on other sites More sharing options...
Kiyobi Posted January 5, 2010 Share Posted January 5, 2010 That's why I invented the (nonexistent) [/allcaps] tag. Feel free to use it. =D Also, Double Cross is the best CTF map ever. Link to comment Share on other sites More sharing options...
WindStrike Posted January 5, 2010 Share Posted January 5, 2010 My only problem with Doublecross is because the bridge connects the spawns so closely together, people tend to forget about capturing the flag and instead and up just killing each other on the bridge all day. But it's still a good map in my opinion. Premuda is rigged for BLU on the first two and then it's even on the last one... unless it got fixed a little bit. The first capture on all the points is way too easy, way too many ways around and sentries become practically worthless. It's a map that looks great sure, but it needs to open up a little bit and take out some of those walls. I'm not opposed to the map, but I'm not for it either. Also, isn't plr_panic on beta 2 right now? ... and yes, kill ctf_sawmill... has more issues than pl_hoodoo. Link to comment Share on other sites More sharing options...
Bleck Posted January 5, 2010 Share Posted January 5, 2010 2fort is actually fun if you get all the whiners to shut up and play. (CTF) Sawmill is never fun and is in fact composed entirely of antifun. Link to comment Share on other sites More sharing options...
ParanoidDrone Posted January 5, 2010 Share Posted January 5, 2010 I was mostly supporting ctf_sawmill because I liked it more than 2Fort/Turbine. Now that Doublecross is here, I don't care if it stays or goes. I enjoyed Premuda when I played on it. Then again, I enjoy most customs as long as there's no blatant imbalance due to "Ooh, shiny!" Anyone else feel that Doublecross is Valve's attempt at "fixing" 2Fort? It has the same bridge-connecting-two-bases, a bottom sewer route, Sniper decks overlooking the middle, and so forth, but it actually works. Maybe because the alternate routes are worth taking? Link to comment Share on other sites More sharing options...
Eulogic Posted January 5, 2010 Share Posted January 5, 2010 i could do without turbine, 2fort, sawmill, and any of the custom maps. egypt can stay or go. i think the appearance of it bugs me more than any actual play issues. oh, and i still hate gravelpit, but i think i am the only one, so ignore me i guess. Link to comment Share on other sites More sharing options...
Red-Rupee Posted January 5, 2010 Share Posted January 5, 2010 I like 2fort over sawmill as well....although playing alter ego Ax Axington on 2fort has become less fun now that there are all these eyelander demos running around. And for all you that I met at MAGfest, I'm here, and posting, and I will attempt to make that a usual thing...though I am much better at lurking. Also, you've learned I'm the best medic in the real world as well. Link to comment Share on other sites More sharing options...
atmuh Posted January 5, 2010 Share Posted January 5, 2010 hahaha man the 3 worst ctf maps are on there but not the 2 best (well and turbine) turbine is worlds better than well but even ctf well is a zillion times better than 2fort doublecross and sawmill Link to comment Share on other sites More sharing options...
Secret Agent Man Posted January 5, 2010 Share Posted January 5, 2010 I love doublecross. Get some killer spying done there. 2fort is sniper melee funtimes for me; rarely does it end up being serious play. Don't care too much for ctf sawmill. It's fun occasionally, but I prefer the KOTH version of it. I really dislike turbine. It always ends up with either a roll (scout rush / control of the middle) or a deadlock (2+ engies in the intel room on either side). Plus it always gets RTV'd when it's in the list of choices (same with steel, although I don't mind steel that much). Link to comment Share on other sites More sharing options...
atmuh Posted January 5, 2010 Share Posted January 5, 2010 or a deadlock (2+ engies in the intel room on either side) if you have any sense at all those sentries are easy to take out most of the time even without a medic Link to comment Share on other sites More sharing options...
Eulogic Posted January 5, 2010 Share Posted January 5, 2010 i don't think i've ever actually played ctf_well sawmill is really bad, 2fort and turbine are both pretty bad, and i still like doublecross, though that might just be because i haven't played it enough to hate it yet. Link to comment Share on other sites More sharing options...
chivesontheweb Posted January 5, 2010 Share Posted January 5, 2010 I really don't think ctf_turbine needs to be on the rotation. Isn't it a popular rtv choice for us? That gives it enough play. ctf_doublecross is loved by many and even I like it. An obvious keep. ctf_sawmill has been fun but it's not really a great map. A lot of people seem to dislike it. ctf_well seems to be a very mixed bag. Some people like it, some people don't. Link to comment Share on other sites More sharing options...
miyako Posted January 5, 2010 Share Posted January 5, 2010 Based on feedback I've gotten, I've removed premuda and egypt from rotation.I think it was fun having egypt back in for a week or two but it's already overstayed it's welcome for some. Premuda I've had a lot of mixed feelings about, so I'm open to discussion on putting it back. Current rotation is: koth_viaduct cp_granary pl_badwater cp_dustbowl ctf_sawmill cp_gravelpit cp_gorge pl_goldrush ctf_2fort cp_badlands plr_panic_b1 cp_steel ctf_doublecross koth_harvest cp_waste_v2 ... How did 2fort get back in there? Do we really want 2fort AND doublecross in? take panic out (customs kill the server at night) take dustbowl out leave in gorge (same thing) take 2fort out leave doublecross (same thing) take sawmill out replace with turbine (better ctf) put in an arena map space out the maps better spam maps shouldnt be right next to each other (badwater -> dustbowl) Link to comment Share on other sites More sharing options...
ParanoidDrone Posted January 6, 2010 Share Posted January 6, 2010 take panic out (customs kill the server at night)take dustbowl out leave in gorge (same thing) take 2fort out leave doublecross (same thing) take sawmill out replace with turbine (better ctf) put in an arena map space out the maps better spam maps shouldnt be right next to each other (badwater -> dustbowl) I still hate Turbine and would rather see Dustbowl stay, but other than that I agree for the most part. (Customs would probably be fine when it's mostly regulars, but we have RTV for that.) Link to comment Share on other sites More sharing options...
SporkNinjaDraken Posted January 6, 2010 Share Posted January 6, 2010 I would not like to see Panic go. I like Panic it's a fun map. Link to comment Share on other sites More sharing options...
Bleck Posted January 6, 2010 Share Posted January 6, 2010 Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Server Browser (for TF2 and DoD:S) Added a client-side server blacklist Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt) Balance changes Reduced the health penalty on The Sandman The Force-A-Nature knockback on target now Only applies to hits that deal more than 30 damage and are in close range Factors in the firer's angle of attack when determining the knockback direction Has less of an effect on grounded targets [*]The Dead Ringer now Reduces cloak to 40% when uncloaking early Has a 35% cap on the amount of cloak it can gain from an ammo pack Has a quieter de-cloak sound Changes / Fixes Fixed a performance & stability issue with AMD processors Improved the stability of the game server -> item backend connection Fixed a rare server crash related to dispensers Added min/max values to viewmodel_fov convar to match the settings in the slider Reduced the number of moons in ctf_doublecross, sadly Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content Fixed a crash related to sv_pure and the wireframe_dx6 shader Players can no longer shoot while stunned Fixed a bug that caused movement speed reductions to not work on stunned players Soldier Rage bar no longer resets when touching a resupply cabinet Achievement fixes Fixed the "Second Eye" Demoman achievement Fixed a bug in the "Play Doctor" Medic achievement Changed the requirements for the "Medals of Honor" Soldier achievement Updated description for the "Blind Fire" Demoman achievement to better explain the requirements Fixed an issue that affected several achievements requiring the use of the Equalizer Community requests Added "skip_next_map" server ConCommand to skip the next map in the map cycle Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution Added a "show_htmlpage" command to allow server operators to display custom web pages to clients Changes to the TF Bots In KOTH mode, Bots are now More likely to roam around and hunt enemies if there is lots of time left Become more likely to push for the point as time runs down, or their teammates start to capture it [*]Medic bots now Opportunistically "overheal" nearby friends when they can Prioritize healing of injured nearby friends more Don't focus on Heavies quite so exclusively Don't spam their Medigun continuously at round start Won't choose cover far below their heal target so much (koth_nucleus) Fight back with their syringe-gun appropriately [*]Various improvements to combat behaviors [*]General bot improvements They no longer stand still on the point when capturing or defending it They choose more varied routes now They choose better defensive spots around captured points They fall back to another weapon when they entirely run out of ammo They adjust their FOV when using zoomed in sniper scope They treat in-range Sentries as the most dangerous threat They fire their weapons is more realistic bursts Engineers use their shotgun properly [*]Added a "virtual mousepad" concept to rework how bots track enemy players They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on" After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse" Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues [*]Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue [*]Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them [*]Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer [*]Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag [*]Added more bot names as suggested by the TF community Link to comment Share on other sites More sharing options...
Powerlord Posted January 6, 2010 Share Posted January 6, 2010 *whacks FireSlash* koth_harvest is not a valid map name, as I was reminded when restarting RED a few minutes ago. CModelLoader::Map_IsValid: No such map 'maps/koth_harvest.bsp' It's koth_harvest_final. Also, I'm not so happy about the Dead Ringer nerf, but it was kinda necessary. The DR is too cheap when you can uncloak as you grab a full ammo box and then immediately reactivate it (Sorry, Paranoid, but it is). Link to comment Share on other sites More sharing options...
Secret Agent Man Posted January 6, 2010 Share Posted January 6, 2010 hmm, what was the former reduce-to amount for the deadringer before this update? Didn't it go to 50% before? Also, I'm in the same boat as Powerlord. Disappointed, but necessary (Goldrush stage 1 anyone?) Link to comment Share on other sites More sharing options...
ParanoidDrone Posted January 6, 2010 Share Posted January 6, 2010 Also, I'm not so happy about the Dead Ringer nerf, but it was kinda necessary. The DR is too cheap when you can uncloak as you grab a full ammo box and then immediately reactivate it (Sorry, Paranoid, but it is). But I liked being an annoying bastard with it... I agree that something needed to be done, but this mess of forced drain on decloaking and limiting the effect of ammo reeks of being heavyhanded, taking the easy way out, and generally treating the symptoms and not the cause. (While I'm thinking about, I may as well throw in a shameless plug for my own thread from forever ago about the DR.) Secret Agent Man, the former amount was 60%. EDIT: Valve finally noticed what we've known for ages -- the ragdolls tend to fuck up a lot. (Post #24) Fingers crossed for fix soon? Link to comment Share on other sites More sharing options...
Chili Con Carnage Posted January 7, 2010 Share Posted January 7, 2010 Yeah... I personally think one or the other of the forced drain and the limited recharge would have sufficed. Both at once is a bit much. Link to comment Share on other sites More sharing options...
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