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Thread: Maps we don't need!
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07-14-12, 01:50 PM #31Re: Maps we don't need!
Port is a great map. It needs to stay and be played more often.
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07-14-12, 02:07 PM #34Re: Maps we don't need!
What makes Port great is that it is one of the few maps that we get to have long range gun fights. And now that we only have one Awp per team it as not as much as an awp fest as it used to be. You just have to incorporate smokes and flashes to get the bomb down before the CT awper picks him off and also have the T awper looking for him.
Hitch liked this post
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07-15-12, 10:07 AM #35
Re: Maps we don't need!
What's interesting is if you look at the stats: TeamPlayer Gaming - Maps you can find the imbalanced maps. Piranesi is actually T sided which surprised me.
I think any map where there are only two calls should probably go. Chateau can be fun at times, but more often than not it's a "rush a" or "rush b" map. Cbble is kind of the same way, but not as harsh. As far as Port goes from the stats you see it's actually T-sided. Even on the no-awp servers if T's get scouts in the right spots every round it just becomes a game of picking off CT's crossing to cover sites. Personally, I enjoy port, but it could probably go.
If you remove maps you have to replace them. I'm as tired as anyone of playing d2 5 times a day, but we're working on a vote system-- what's popular is popular and that is that. Yesterday we had a half-decent game on assault_v2 which I found really fun. The T's lost (map stats say it's CT sided which makes sense-- I think they over balanced) but not without some fun. What annoys me is we go to different maps and 5 people leave and everyone is scared the "server is dying." Sorry, but if there are still 14+ people after a map change the server ain't dead. A lot of people left after the assault change, but more people came in.
Gotta give some of the custom maps a chance, like navarro and sewers, but on this forum we are probably all preaching to the choir.
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07-15-12, 10:19 AM #37Re: Maps we don't need!
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07-15-12, 10:21 AM #38
Re: Maps we don't need!
I miss those VIP maps. They are great for intensity and comic relief, IMO.
If it is possible, set some maps in rotation with just 9 rounds, total. Maps that have heavy RTV stats could be titled as 9-rounders. This way, players could focus on 9 rounds of match instead of typing "RTV this shit". There are so many maps out there that would likely be tolerated for 9 rounds. It could even be first team to win 7 rounds...whatever.
Another suggestion may be impossible to implement; your STEAM ID gets only 3 RTV's a day.Petrichor liked this post
>>> William F. Buckley, Jr. <<<
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07-15-12, 10:29 AM #39Re: Maps we don't need!
I like both these suggestions. I think it would be nicer to have at least a few rounds on the less common maps than no rounds at all. That way I (and perhaps others like me) would stay even if I dislike the map.
The second one may or may not work. For example, I leave the server if a map I don't like gets RTVd. If there are a lot of people on the server who don't like the map and do the same, it will kill the server. If I can't RTV, the map has a lesser chance of getting changed. However, my leaving also frees up a slot for a new player, so if there are people waiting in line, they'll quickly fill in my spot and the server won't die. So it might come down to how much activity is present during that time of the evening/night.Last edited by Petrichor; 07-15-12 at 10:33 AM.
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07-15-12, 11:42 AM #40
Re: Maps we don't need!
Regs need to nominate the maps that don't get played much EVERY TIME. Dust2 can lose a vote if it's the sixth map down in the vote. It can also lose if we nominate a bunch of other maps, and it's not even in the vote.
Also, about the new regs being pussies...I feel like it's a chain reaction due to admins not being as tough as they used to be. The admins here are great - the best I've ever seen. However, I remember when every single time a player was hanging back on a rush, they would be called out, and they would be warned. Now, I see it happen all the time and maybe every third time it gets called out. I don't know if there aren't as many admins on or what, but if people hang back on rushes, it makes everybody else on the team get slaughtered. After being dominated because you're in the half of the team that holds 'W' from the start of the round until you have a bombsite, you get frustrated and tend to fall back into that other half of the team...unless an admin can do something about it. Admins keep up the good work and ensure that people aren't just following the direction of the call, but the timing and intensity. Of course, they already know this, and it's not my place to be telling admins what to do. EXAMPLE: If the whole team is dead in B at losttemple, and you're in B tuns, you're not a team player, and you're the reason Dre says that new regs are pussies. You may have a better score if you play like that, but you're team won't be doing as well. I've been playing here for years, and I just feel like this style of play is getting by more than it used to. SMG up, hold the trigger, and run.
That's all off topic. As regs, we have to be sure that we're nominating the maps we want to play. The issue is that we're always in there and we get bored of the same old maps. For other people that aren't always in there it's not a problem...they just join and play they're daily dust2, losttemple, season rotation. Also, if you nominate some obscure map that we don't play all the time, be ready to call it.
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Would it be possible to make two more maps fall under the 'Recently Played' category? This would force us to play some new maps without having a rigid rotation. We'll still be playing the favorites a lot more than other maps, but it'll be spiced up with navarro or frost or FOR THE LOVE OF GOD DE_RUSH_TPG! I love rush.
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