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 4 New Maps on CTWF. 
Jedi
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Double Dragon
Power Tubes
Octagon Pinball
Hairdryer

Inkscape map making is the schiznit.
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Wacko
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They look pretty on here, but i don't think they'll be all that good.
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Jedi
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I appreciate all comments, good or bad.
But please, try them first.
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Wacko
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i think i just played 3 of them (not double dragon yet) and they all just seem similar to maps that we already have. Power tubes seemed good actually.

Do you need 4 new maps? why not fix the ones that don't work/people hate first ?
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Infamous wrote:
why not fix the ones that don't work/people hate first ?


Give me some examples of bad maps and how they might be improved. Or if you think they should be binned.
I don't get to play there much. At work my connection is too poor to have an enjoyable game, plus I have work to do (when I have free time not spent tweaking tron servers). At home the wife and kids keep me busy most of the time.

There's a couple of maps I would get rid of, but I know they are liked a lot by others. There won't be a way to please everyone.
Please, post your thoughts, let them be bashed out.
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well first, little bear was one of the best maps imo, but now its just gay. I've rarely seen anyone say that they don't hate that map... and if they do it's cos they're good at it.

Mostly its maps that favour the defender or attacker too much, like octa gone loopy (and the nano version) is ridiculously easy to defend, the zones in the narrow passages at the back mean that a half decent defence will win 99% of the time.

and there's the death zone, ruins 2 or 3 rounds every match... You could defend amazingly against multiple attackers for ages and what's your reward? a zone that gives the advantage to the attacker. Ideally it'd be much better without a DZ, but would it be possible to create one that closes in on the zones? (like how nano team sumo does) so the defender has the advantage and the attackers MUST get in the zone before the DZ comes.

There's plenty of fine tuning that you could do, rather than add pretty maps.
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Jedi
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Infamous wrote:
well first, little bear was one of the best maps imo, but now its just gay. I've rarely seen anyone say that they don't hate that map... and if they do it's cos they're good at it.
I like it now. initialy i hated that one. The orignal i still think is better. But give it some time(just like shooting).

Infamous wrote:
and there's the death zone, ruins 2 or 3 rounds every match... You could defend amazingly against multiple attackers for ages and what's your reward? a zone that gives the advantage to the attacker. Ideally it'd be much better without a DZ, but would it be possible to create one that closes in on the zones? (like how nano team sumo does) so the defender has the advantage and the attackers MUST get in the zone before the DZ comes.
most of the time there are plenty of ways to excape it, you just gota figure it out I have finaly

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Wacko
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The original little bear map was quite boring IMHO, no real point to it and very easy to defend. The twisted version still has almost the same physics (the angles don't really matter), but it adds an additional layer of thinking to it because you have to figure out if your next turn will be a big or small one. It would suck to have all maps twisted, but once in a while it's a lot of fun.

And again, it's a good thing the defender gets a disadvantage through the deathzone. If your team sucks and dies, and you end up with one defender against multiple attackers the defender has a way too high chance of winning the round by just circling and not allowing himself to be killed. The deathzone removes that advantage and forces the defender to use a more active kind of defense that tries to surprise and kill the attackers (and deal with the holes afterwards).

And anyways, in most cases the defender can escape anyways.

I personally love the pinball and hairdryer ones.

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Jedi
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I like little bear much better now, I too found it boring before. Now at least it offers a new challenge.

The dz thing. I've thought about putting something in place similar to Mayhem, where instead of a dz, after a certain time of inactivity the settings change.
It wouldn't be the same as mayhem, too much work to add different settings to each map, but it could do something like double the speed, halve the rubber, double cycle_accel, something like that.
I'm all for favouring the attacking team towards the end of the round, it's all too easy for a very good defender to carry a team (as Infamous demonstrates). Let's even it out a little, it's a team game after all (even though Infamous wont like this).

I agree with defence being too easy on octagon loopy maps. I will increase the rim accel a little, give the defender a bit more to do.

There's plenty of fine tuning that you could do, rather than add pretty maps.


I like the pretty maps, as well as being pretty, I think they are a lot of fun. Perhaps Double Dragon is a bit over the top, but I learnt a lot whilst making that one.
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Wacko
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lol, Indeed it is a team game ed, but if you put Edwin Van Der Sar in goal for Luton Town, does that not make Luton Town a better team? Why must someone who is good at defending be penalized for doing his "job" in the team?

for octagon loopy, what about making the maps bigger? i always thought they were way too small, adding to the easy def perhaps.

and why not have a Huge DZ that covers all, giving a draw?

kyle> A good attacker will win 100% of the time if he is ready for the DZ.

wrtl> It's not the defender's fault that his team dies, he has played his role perfectly and gets screwed by the DZ for it.
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Jedi
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Infamous wrote:
and why not have a Huge DZ that covers all, giving a draw?
interesting idea

Infamous wrote:
kyle> A good attacker will win 100% of the time if he is ready for the DZ.
a good defender should be prepared as well i change my style of def when it says that a DZ is coming

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Jedi
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Infamous wrote:
Why must someone who is good at defending be penalized for doing his "job" in the team.

It's not about being penalised.
A good defender can still win, but that fact that team gold is defending suggests that his team was weaker during the round.
It's no secret that, on the whole, defending is easier in fortress that attacking.
Should the weaker team during the round have the advantage towards the end of the round?


Last edited by ed on Wed Feb 28, 2007 9:07 pm; edited 1 time in total
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Jedi
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kyle wrote:
Infamous wrote:
and why not have a Huge DZ that covers all, giving a draw?
interesting idea


Kind of boring though, don't you think? Even moreso than a dz.
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kyle> hows that? when you will generally be surrounded.

ed> well why give an advantage to either team? why not just remove the death zone completely and let their skill levels decide the winner.
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Simply because it can get boring to watch if it goes on too long. There are some pretty boring defenders/attackers out there (not talking about you), they could go on for 10 minutes or more and empty the place.
I'm talking about making it more interesting, take away the dz, mix up the settings instead.
I think if it were 2v1 it would give the attackers the advantage, but when 1v1 skill should still prevail.
As long as 2+ attackers didn't just wait for it to happen, but that is a bit low. I'm all for using holes, but that would be downright cowardly.
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