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Thread: bad fool's road, bad

  1. Registered TeamPlayer
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    #1

    bad fool's road, bad

    lol, treating the map like a dog.......

    i think ttp should have the map rotation lose fools road, or at least, play it once, at the very end of the rotation......

    i hate this map very much, for my own resons.....

    alot of people hate this map, because of lag, and the same as me.....

    but most of all, we were just on the wetlands, with 60/64 players, last time i checked, then the map after that is fool's road, my keyboard reads 19/64 players on right now, and it is 12:12 pm (central), usally the server is packed at this time....


    just a suggestion, cause i want to play my ttp!!!! with people in it, on any other map....

  2. Registered TeamPlayer bust331's Avatar
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    #2

    Re: bad fool's road, bad

    I wouldn't mind getting some Insurgency in there.
    -Golden Rule of Teamplay-
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  3. Registered TeamPlayer JBMCW2010's Avatar
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    #3

    Re: bad fool's road, bad

    Quote Originally Posted by bust331
    I wouldn't mind getting some Insurgency in there.
    no go unfortunately. If we wanted insurgency we'd have to be an insurgency only server. There are bugs that make the server crash :3

    As to Fool's Road...well try and come up with a full rotation with good primer maps at the beginning and Fool's Road at the end and maybe it will be implemented. **NOTE** Remember Insurgency maps are a no go **NOTE**


  4. Registered TeamPlayer Blakeman's Avatar
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    #4

    Re: bad fool's road, bad

    I like Fools Road myself, I think a lot of folks dont like it because they dont know all the ins and outs of it yet. Some folks hate Mestia and I think it has something to do with not liking the militia. I think if Fools Road and Assault on Mestia were kept back to back then it would be better.

    Also I think the deal with losing all those folks was that there was an immense amount of downtime when Fools Road was loading. It took a good 4 minutes for me to be able to pick kit/spawn after hitting the join button on the loading screen. I think that is what really killed the Fools Road round from the Zatar round. Takes a lot more folks to play FR than we had as well, so it made for a pretty quick game at FR.

  5. Registered TeamPlayer
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    #5

    Re: bad fool's road, bad

    I've seen both good and bad on that map. It can be great.
    My goal is to succeed in any mission - and live to succeed again.
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  6. Registered TeamPlayer
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    #6

    Re: bad fool's road, bad



    I consider Fool's Road one of the better maps.

  7. Registered TeamPlayer ***COMMANDER***'s Avatar
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    #7

    Re: bad fool's road, bad

    All of the Maps have something to offer and each one has a different objective.

    Sometimes you feel like you don't care for a map and later on, it becomes one of your favorites. Give it some time.

    We also run a Full Rotation with exception to Al Basrah, which has to run in insurgency mode, which requires a server restart.


  8. Registered TeamPlayer
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    #8

    Re: bad fool's road, bad

    That's a good thing because great games on Al Basrah are few and far between.

  9. Registered TeamPlayer Blakeman's Avatar
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    #9

    Re: bad fool's road, bad

    Quote Originally Posted by MarioSpeedwagen
    That's a good thing because great games on Al Basrah are few and far between.
    Really? Al Basrah can be one of the greatest maps IF the insurgency is actually communicating and playing as a team as much as the Brits are. There is just something satisfying about taking one of the few insurgent RPG-7s and having another as an ambusher and setting up an ambush for an armored convoy.

  10. Registered TeamPlayer ***COMMANDER***'s Avatar
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    #10

    Re: bad fool's road, bad

    I figured out a way for Al Basrah to be put into the Rotation. I will test it on the Live server probably Sunday morning.... I had a hunch tested it on another server and it worked well.

    I will keep you updated.


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