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Map? ...ONLY VOTE IF YOU INTEND TO PLAY!

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Author Topic: TS500: II - Map  (Read 13488 times)

Offline [BTF]DeathStalker

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Re: TS500: II - Map
« Reply #30 on: April 19, 2006, 11:43:30 AM »
I really wished it could've been LOST HALLWAYS, it's great for 20 players.
Lost Hallways.
Lost Hallways.
Lost Hallways.
Lost Hallways.
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Offline Ax2Grind

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Re: TS500: II - Map
« Reply #31 on: April 19, 2006, 12:31:58 PM »
"Question: Map? ...ONLY VOTE IF YOU INTEND TO PLAY!"

Fooey on youey.  I already requested Plastik update the sign-in thread with the total players, as it looks like far more than 24 right now.  No current Id map can handle that many players short the *64 maps, and I'm not as familiar with those as I should be.  Are all these maps on mutant/sheridan/pygmy?  I'll check and give my opinion, but I promise I won't vote.
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Offline Admin

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Re: TS500: II - Map
« Reply #32 on: April 19, 2006, 01:56:27 PM »
« Last Edit: April 19, 2006, 01:59:30 PM by Admin »
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Offline Ax2Grind

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Re: TS500: II - Map
« Reply #33 on: April 19, 2006, 02:37:52 PM »
I haven't checked the number of spawnpads in any of these maps, so size determinations are based on brief visuals only.

PREDM1: Almost as old as Id64 maps, but rarely played since Quake 2's heyday.
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adrenal1ne

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Re: TS500: II - Map
« Reply #34 on: April 19, 2006, 02:41:59 PM »
never played on any of those maps  :?
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plastik

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Re: TS500: II - Map
« Reply #35 on: April 19, 2006, 03:24:01 PM »
Ax, If you want, I could use a hand with the next one.  The map review is very nice, good info for people. if anything, I would hope you play just for the hell of it.  In all battlefields, there will be the unknown.
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Offline [BTF]Jehar

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Re: TS500: II - Map
« Reply #36 on: April 19, 2006, 10:33:52 PM »
I'm not familiar enough with any of the maps to make any specific judgements, but for a ffa this size, I would prefer something with a fairly even playing field, as to keep it from being a total spam-fest.

I'm trying to say I would prefer a minimal amount of bfg usage, considering the playercount.  ;)

Water can also have a hit on keeping the flow going, so methinks a fairly dry map would be ideal here.
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Offline [BTF]Sigma

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Re: TS500: II - Map
« Reply #37 on: April 19, 2006, 11:16:02 PM »
Huh?

Did someone say PREDM1 ?

Good balance to the map and no BFG!!!

There's one disadvantage in my eyes:

(at this point it's one vote behind City64)  :shifteyes:

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Offline Ax2Grind

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Re: TS500: II - Map
« Reply #38 on: April 19, 2006, 11:31:47 PM »
Huh?

Did someone say PREDM1 ?

Good balance to the map and no BFG!!!

There's one disadvantage in my eyes:

(at this point it's one vote behind City64)
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Offline [BTF]Sigma

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Re: TS500: II - Map
« Reply #39 on: April 20, 2006, 12:27:03 AM »
City64's a good map but I appears to me to be just too open.

Whenever I am fragged on City64 I alway seem to spawn out in the chasm area. :?
That could be a turnoff to the people who arent good/great at distance aiming. (aka people like myself who need to sit down and script a zoombind)

I just prefer to have more closed in spaces when playing. Virtual Agoraphobia I guess.  ;)
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Offline pantaloons

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Re: TS500: II - Map
« Reply #40 on: April 20, 2006, 01:03:17 AM »
City64's a good map but I appears to me to be just too open.

Whenever I am fragged on City64 I alway seem to spawn out in the chasm area. :?

I agree, I like city64, but I think it may take quite awhile to reach 500 frags... :uhoh:
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use trap

Offline Ax2Grind

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Re: TS500: II - Map
« Reply #41 on: April 20, 2006, 03:29:06 AM »
City64's a good map but I appears to me to be just too open.

Whenever I am fragged on City64 I alway seem to spawn out in the chasm area. :?
Funny, though, when I respawn on city64 it always seems to be deep in the maze-like bowels of the city somewhere, and I find myself trying to undertake the long journey back to the chasm area as quickly as possible, because I almost never encounter any other players anywhere but in the chasms.
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Offline Quest

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Re: TS500: II - Map
« Reply #42 on: April 20, 2006, 05:56:39 AM »
city64 really isnt too bad to navigate.  When I first started playing it , it also confused the hell out of me, but then someone just told me to start memorizing where the teleporters are.  Once you have a good idea of where they are, it makes it easy.  Pretty much any teleporter will take you out to the "cliff" area.
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Offline [BTF]Sigma

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Re: TS500: II - Map
« Reply #43 on: April 20, 2006, 08:01:03 AM »
One thing that will change the way alot of us have gotten used to in City64 is that falling damage will be turned on.

There are some fantastic drops in that map and we could see some great pancake action. In PREDM1 most drop zones have water in them and even if you miss, it's not too bad of a drop.

But hey, we could always choose WULFHERE in r_fullbright "1"  :lolsign:
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Offline PANTONE 7717C

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Re: TS500: II - Map
« Reply #44 on: April 20, 2006, 08:58:06 AM »
OK, I know it's too late for a new map suggestion at this point, but check out the map cbase  dmpak2_3.bsp)
It can be mymap'd on Vanilla and supports ~18 players. I guess this would be my pick with the current amount of players, it may seem small but it's rather spacious.



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