Author Topic: Some TDM Map Idea Updates: Golgo can't delete these responses.  (Read 12359 times)

Offline VaeVictis

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #30 on: November 17, 2011, 08:55:39 AM »
Top tier dueling = item control, weapon denial above all. as I mentioned earlier, hyperblaster is one of the most risky weapon grabs on dm1... RG is more risky, and maybe lower RL, but that's it. So there's a risk in acquiring it, and there's a lot more distance involved on dm1; Hyper becomes exponentially a less effective weapon on dm1(from the long distances) than other maps, because it's harder to force someone into a situation(ex: narrow corridor) where it COULD be very effective.

the only ways to effectively use hyper on dm1, is for spam if you have trouble getting rockets or they are moving too slow for your liking, or if you can chip them away a little here and there with ssg/rl and the challenge them in mh room... still the second option isnt very smart because it gives up a lot for that single fight to regain control, but the first works great :) people jump for mh and run into a stream of hyper, people go for gl and run into a stream of hyper, people go for ssg and run into a stream of hyper, its easy to lead on some one who is obviously going for the 2 25s in the arena...

on that note, the hyper is safer in my opinion than going for lower RL, and definitely safer than rail... but some times you might as well just get a RL first, and steal a chain pickup if they arent being vigilant on the timing then rj out
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Offline Whirlingdervish

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #31 on: November 17, 2011, 09:06:59 AM »
I find it hilarious that all of the actual debate is occuring here, while yet again Gump posts alone in his own thread for fear that someone might delete his precious words.

man up gump. post in here. I won't delete it.

I dare you to challenge the assertions made in this thread by so many members of this community.

I will bet that you will not take this challenge, just like you avoided playing haunted for 5 straight years after shit talking him like an idiot.
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Offline adz1La

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #32 on: November 17, 2011, 09:27:07 AM »
I'm having a hard time understanding what's your motivation behind modifying these maps. You want to change maps that have been exhaustively played in both casual and tournament settings-for, my guess, more than ten years. At this point, it's not really worth changing those old maps. It just messes up the established knowledge base and strategies based around those maps, only for that to be all wasted effort on a player's part since there's this other version of the same map. Overrides work better in the deathmatch setting, since knowing these things are less important and detrimental to the player base.

If you really want to do the 1v1/tdm scene a real favor, how about making a new map specifically for those mods? It's not as easy task as making overrides but the reward is far more reaching and fruitful.
:offtopic:
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Quote from: Golgo13 link=faggotdeletedpost
i probably have a 1% chance of ever winning in duel against you

Offline haunted

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #33 on: November 17, 2011, 09:32:15 AM »
@vae--Hyper is more of a risk than lower RL, I think. You can RJ out of lower RL(unseen), and all you need to do is force a rg miss, then you automatically are safe / have enough time to get to lift. What can you do if someone is railing you as you get hyper?? You're looking at 2 rg shot opportunities and however many cg bullets no matter how you look at it. I mean, they're close tbh, being that you can commit and trap someone at lower rockets. But there's some what of a risk with committing, and there isn't as much a non-risk guarantee for dmg as there is for someone that has either rg or cg, their opponent getting hyper. Why I think hyper is very well placed on the map...

Getting trapped at lower RL is a shitty situation... but I think you're being a little too specific about this certain situation(i think some of your other posts are a little too specific too ;<) when q2 is basically the most circumstantial/situational game I've played.
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Offline haunted

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #34 on: November 17, 2011, 09:38:13 AM »
Also...

Jaquio, you can't call your thread "Official* Tourney Map Updates"..  name it to "JaQuIO's Official Tourney Map Updates". Pretty sure console would agree.
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Offline Whirlingdervish

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #35 on: November 17, 2011, 10:00:52 AM »
lol Official.

The only thing official about it is how officially homosexual he is.
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Offline haunted

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #36 on: November 17, 2011, 10:27:43 AM »
@barton-

Yeah, rdm2 is pretty rail-heavy. Tbh though, having a map like that isn't so bad even if it ain't one of my favorites. The only change I'd like to see is removing the spawn pad at rg.
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Offline Whirlingdervish

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #37 on: November 17, 2011, 11:08:49 AM »
rdm2 with no spawn at rg would be quite interesting.

sometimes spawning there and getting one quick plink in can be the difference between getting skunked and perhaps starting a comeback, but the vast majority of the time it seems to just make an ez kill for the other guy and give him more ammo.
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Offline haunted

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #38 on: November 17, 2011, 11:25:22 AM »
http://tastyspleen.net/quake/forums/index.php?topic=17772.new#new

nice derv, we should re-locate this discussion on the Official Tourney Map Update Thread
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Offline Barton

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #39 on: November 17, 2011, 12:03:16 PM »
@barton-

Yeah, rdm2 is pretty rail-heavy. Tbh though, having a map like that isn't so bad even if it ain't one of my favorites. The only change I'd like to see is removing the spawn pad at rg.

I agree. Getting railgun on the first spawn is kind of lame.
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Offline Whirlingdervish

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Re: Some TDM Map Idea Updates: Golgo can't delete these responses.
« Reply #40 on: November 17, 2011, 03:28:26 PM »
Also...

Jaquio, you can't call your thread "Official* Tourney Map Updates".. name it to "JaQuIO's Official Tourney Map Updates". Pretty sure console would agree.
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