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 Post subject: simple maps for your gaming pleasure
PostPosted: Tue May 31, 2005 4:41 am 
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imagine if there were some really simple maps, like a really long corridor with only boxes and barrels for cover (like awp_city, aim_map_usp, and other big yet open mapzz).. sniper's heaven.. and a great chance for the l337 among us to show off..

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Last edited by flyhead(cn) on Wed Sep 07, 2005 10:19 am, edited 2 times in total.

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 Post subject: simple map
PostPosted: Sat Jul 16, 2005 4:02 am 
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been done before, a clan i nquake 1 TF (team fortress) did one like that. u droped down from spawn, and only cover was logs u could crouch by. also was limited t ohaow far u could foward. lpicura a football field, the in zones the spawns, and battle areas, the middle no mans land... i was thinkin bout what TC:E would be like in that same map...

great idea!

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PostPosted: Sun Jul 17, 2005 2:25 am 
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Being able to fire you sniper rifle point blank down a hallway would not be showing of your 1337 haxxor skillz

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PostPosted: Sun Jul 31, 2005 5:50 pm 
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avoiding that incoming slug would. :P

hell, can limit the weapons if someone wants to cry bout snip rifles. besides, the snip would be taken out eventually, 4v4 or so, a few could take that snip out. u do have cover with the logs. in the TF, you could crouch, TCE u can go prone need be. More than enuff cover...

its a fun way to play. im gonna look up that Q1 map sometime. might have been with the LOL clan....

greetz!

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PostPosted: Tue Aug 02, 2005 9:58 am 
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the difficulty of playing in a simple map is that you're pretty much exposed to enemy fire, and that could be a good chance to show off your *fast* reflexes

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PostPosted: Wed Aug 03, 2005 1:32 am 
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And an even better chance to show off my *lousy* ping.


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PostPosted: Wed Aug 03, 2005 8:19 am 
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well sry to hear bout ur ping, theres usally a server nearby with a playable ping. if anything, .cfg tweeking, and HPB tactics help a bunch. from Q1 days to present, ive seen HPB owning LPBs. have you posted a thread anywhere that could help ya with ur ping, and .cfg settings?

maybe you could splice into a fibre line nearby! =)

far as the map goes, the clear game play point was to be exposed almost completely, minus a few logs about a foot circumfrence, on a football field about 50 yards long. no obsticals in ur way, u had some room to move, a choice of all classes, bout a 14-18 player map. it was fun gameplay, as well a challenge. point of the map far as i kno wasnt to show off LEET skillz, it was to frag n be fragged, with fun. was a simple map.

tell ya what, if i find it, ill see bout a .bsp t o.pk3 converter, any luk, ud be able to play it rtcw/et/tce .

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PostPosted: Mon Aug 08, 2005 8:26 am 
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thnx jay santos :P

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PostPosted: Mon Aug 08, 2005 10:46 am 
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Good thread topic flyhead! Another perspective on this and one of the things that tanked Q3A:TC was its overly elaborate and complex maps.

This is a very easy to understand issue in MP game design; on overly complex maps, people that play the game a lot will have an enormous advantage in map knowledge that will let them easily overwhelm the new player, regardless of their marksmanship, tactical skills, teamwork, or 'mad twitch skillzorz'. The other side of the coin is that a map with no terrain to speak of, i.e. a box, is an all twitch map and the 11 year old kid that drinks too much CocaCola is going to grind everyone's face into the virtual pavement.

Thus far I think TC:E has achieved a very nice balance of map complexity and size, similar to what the original Q3A:TC 0.45 accomplished that allows for a fairly wide range of skills to prevail in games. Sadly all the TC games are still a bit too hyper-active to allow for realistic tactical sophistocation, but it's close...

Δ


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PostPosted: Tue Aug 09, 2005 6:31 am 
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:oops:

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PostPosted: Wed Nov 23, 2005 11:47 am 
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If we think about it, we can find a way to calm down hyper-activity in TC:E. maybe something to slow people down, like movable, moving and dynamic obstacles and stuff like that on the maps.

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PostPosted: Thu Nov 24, 2005 5:05 pm 
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XenoKiLLer wrote:
If we think about it, we can find a way to calm down hyper-activity in TC:E. maybe something to slow people down, like movable, moving and dynamic obstacles and stuff like that on the maps.




thats easily sorted.
games like cod2 and king kong have little to none huds, so they sub for that by heavy breathing and stuff. how about you walk/run slower when your damaged? i find that perfectly realistic and cool in a way. plus it wouldnt cramp gameplay, but enhance it further.

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PostPosted: Thu Nov 24, 2005 8:51 pm 
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that should slow down Arnold and Stalone quite well after an injury. lol

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