Poll

Might as well vote on this too.

Quad on man, let's rock!!!
14 (37.8%)
Quad off, it scares me !!!
11 (29.7%)
Quad Random, which way did it go ???
12 (32.4%)

Total Members Voted: 30

Author Topic: TS 500 Quad Vote  (Read 20704 times)

Offline Bleach

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Re: TS 500 Quad Vote
« Reply #60 on: November 13, 2006, 04:06:44 PM »
hehe, that quad pipe is cool, should have that and the regular one... at the same time  ::)
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Offline jägermonsta

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Re: TS 500 Quad Vote
« Reply #61 on: November 13, 2006, 04:12:10 PM »
should have that and the regular one... at the same time
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Offline console

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Re: TS 500 Quad Vote
« Reply #62 on: November 13, 2006, 04:47:20 PM »
I'm against any modification involving item placement.

I think fixing map bugs is a great idea.

If noone else shares my opinion then this dicussion has no further purpose.

I hope everyone has a great time.

OK, thanks for clarifying.  Now I have one more question (actually I have several but I'll limit myself to one.)  As a programmer I'm trained to look for "edge cases", or corner cases where the logic in my code could break in extreme conditions.  It's from that mindset I can't help but ask you about ware1.  What if we played ware1 on some future ts500?  Would you boycott that if we used the version of ware1 we've been playing on vanilla for months now, that so many players have celebrated as being a marked improvement over the original's item placement?

I'm particularly curious, because I would have NEVER suggested ware1 for a ts500, without the item placement modifications.  There were so many dead spots in that map before.  The tweaked ware1 is so much better, in my opinion, I've actually thought of proposing it for the map vote on the last couple ts500's.

See what I mean...?  I think the modified ware1 plays so much better than the original, I would suggest it for a ts500, where I would never have suggested the original.

Thoughts?


Regards,

quadz
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Offline console

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Re: TS 500 Quad Vote
« Reply #63 on: November 13, 2006, 09:50:24 PM »
Greetings,

I've made a few more tweaks to the items on fusion to try to smooth out a few rough edges from the first draft.

It should be running now on the ts500 server (port 27999) as well as mymap'able on pygmy and vanilla.

I've attached the .override file, so you can view the changes at home if you have r1q2.  (Put the .override file in baseq2/maps.)

Any feedback would be welcome...

(Some questions I have, for instance: Is there too much ammo in the round room with the doors? Is there too much ammo for the BFG? ... Hopefully these questions can be answered by watching the map played on vanilla a few times..)


Regards,

:mrgreen:
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Offline jägermonsta

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Re: TS 500 Quad Vote
« Reply #64 on: November 14, 2006, 04:51:24 AM »
Sweet, I'll check it out tonight and give you my take.  ;)
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Offline ReCycled

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Re: TS 500 Quad Vote
« Reply #65 on: November 14, 2006, 03:49:29 PM »
Man...such a lot of controversy over a map. And its really just a 2 hour diversion on a Sunday.

Regardless of how the quad is situated you still have to balance using your time for frags or making that time into "dead" time waiting or travelling to the quad.

Secondly I like any change to old stock maps because after years of playing these, the boredom level is painful. I like all Panjoos changes. They have freshened up quite a few stock maps by providing new routes and new strategies.

Lastly, to use a sports analogy, if a football player complains that its too cold to play - it doesn't matter. Its the same cold for everybody.



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