[PS1] Map Suggestions
BenMoha wrote:I suggest replace bergheim with El Kef Final !
i wouldnt mind we forget this map as it was replaced fast for another map due the issue of major spawnkills all the time.
but if bow likes to give a try then we should see it nearly in rotation
suggest also few maps:
Paris bastille
Fata morgana
Stargate
I would like to see out:
I would like to see in:
- Praetoria misson 2 -> Causes a lot of lags
- Bergheim -> Very big map and most players don't know the objective
I would like to see in:
- Fata Morgana -> A great map imo
- Airfield Assault -> Also a great map and I didn't saw it in the rotation yet.
"Football is a simple game; 22 men chase a ball for 90 minutes and at the end, the Germans always win." - Gary Lineker
I found it!
http://returntocastlewolfenstein.filefr ... ot_2;83257
old rtcw times nostalgia
not sure if it creates major lags or not, but i definitely think that it's worth a try
also +1 for fata morgana!
http://returntocastlewolfenstein.filefr ... ot_2;83257
old rtcw times nostalgia
"RTCW Depot was one of my favourite RTCW maps which I always hoped would turn up on ET. It never did, so I have done a conversion to get this classic played again.
Based on the revised Depot 2, it has a few changes from the RTCW version but remains essentially the same.
The enemy forces confront each other in a rail depot. The Allies must destroy the Axis Anti-Aircraft gun at the north end of the depot before the Axis destroy the Allied Field HQ in the south.
Best played with larger team sizes of say at least 8 per team, to allow some players to attack the enemy objective while some defend their own."
not sure if it creates major lags or not, but i definitely think that it's worth a try
also +1 for fata morgana!
I support to add Airfield Assault and Stargate Center 1945, well made and playable maps
Once upon a time there was a Drum and a Bass, on first date they kissed, second date they planned to marry, then they married and became Drum'n'Bass. On they honey moon they had sex and after 9 months DUBSTEP WAS BORN !
I will check all your suggestions this week end and add some new maps for next week.
@Oxy : yeah i still remember this old map and i used to like it at the time, can give a try and look how it will run on NQ .
@Shadow : Airfield Assault would be fine but will avoid put Stargate in campaign since it was n t realy a polular map when i it was in rotation.
For the rest , i was thinking to run again Grave Robbery or ParisBastille, people usualy like both of them when they are running on PS1 rotation .
@Oxy : yeah i still remember this old map and i used to like it at the time, can give a try and look how it will run on NQ .
@Shadow : Airfield Assault would be fine but will avoid put Stargate in campaign since it was n t realy a polular map when i it was in rotation.
For the rest , i was thinking to run again Grave Robbery or ParisBastille, people usualy like both of them when they are running on PS1 rotation .
- DennizOlof
- Posts: 57
- Joined: Thu Dec 16, 2010 1:00
- Location: Sweden
Hmm.
I think most maps (changes and so on are ok). However !
Maps Out:
RTCW Depot 2
Maps In:
A new map,perhaps, UJE_the_ghetto_Final
I think most maps (changes and so on are ok). However !
Maps Out:
RTCW Depot 2
Maps In:
A new map,perhaps, UJE_the_ghetto_Final
All i remember from CTF_FACE was that people say in the beginning its a nice map, when the sniping starts they complain. Here and there SK.
I wouldn't recomend it
My suggestion ( but i think nobody will like it because its to dark, objective is hard, and maybe the map is to small):
ET_dam_b1.pk3 ingame name bramburg dam info
or ET_UFO_FINAL.pk3 info
a long time ago i played it on some server. haven't seen it for around 5 years
If possible replace minas thirith with one of them
I wouldn't recomend it
My suggestion ( but i think nobody will like it because its to dark, objective is hard, and maybe the map is to small):
ET_dam_b1.pk3 ingame name bramburg dam info
or ET_UFO_FINAL.pk3 info
a long time ago i played it on some server. haven't seen it for around 5 years
If possible replace minas thirith with one of them
- FlowerPower
- Posts: 2605
- Joined: Mon Sep 24, 2007 0:00
- Location: Italy
Toupeirao wrote:Hey what was that map that allies first spawned out of the walls of a castle were the objective was, and the Axis had to defend it, there was a tunnel to get to the cemetery, and it had a German name.
it's Burg Rabenhorst
Why Minas Tirith Sucks
I finally had the time to put this together. Let me present you:
0. Introduction
1. Reasoning
2. Counterarguments
3. The Lost Ones
4. Conclusion
0. Introduction
This slightly lengthy post has two aims. Firstly, to convince players that Minas Tirith has more vice than virtue and that we could maybe see it less often in the rotation of PS#1. Secondly, to satisfy my curiosity and actually find out what is the greatness of Minas to many, why and how people keep enjoying it. If this kind of text doesn't suit you please feel free to skip it entirely.
1. Reasoning
1.1 Too Long
The time limit at start is what, 25 minutes? Very average. Every gate adds another 5, so in the worst case scenario we'll be looking a grand total of 55 minutes (or 60 if the last gate counts, can't remember that). So the length is double the initial, or as much as 2 regular maps. I see no justification for this, especially considering how many times more enjoyable two regular maps would be compared to Minas.
Also, the initial time vs. time added when advancing is not optimal. 25 minutes is usually more than enough to break the few first gates and move on, while only 5 minutes more to get through the next is very little when time is scarce.
1.2 Repetitive
The first and last levels are distinctly different, but unfortunately in between there are 5 more levels, which are identical in objective and almost identical in layout. Blow up the gate, and this gate as well, and when you are at it, there's 3 more gates waiting for the same fate. How is this imaginative? Diverse? Not boring? In most cases you can't even choose the route to the objective because there is only one from which to choose!
In addition Minas offers large variation in height levels which could make the map more interesting, but this is barely utilised at all within the levels, just between them.
1.3 The Jam
Combine the two above. The map is long and repetitive, can't get much more boring right? Wrong! Instead of seeing axis advance and go through all the different (albeit still very similar) levels, we will see them get stuck in a "jam" at any given level (not before the city gates though). This means the fighting will concentrate on a small and narrow area, heavy weapons blasting everywhere and nobody making any advance. Can last up to any time that is left of the map and usually there is no way to go around the havoc.
1.4 Too Plain
The map is unfinished. It feels unfinished. There are not enough details and complexity. The "streets" of the city are like sweeped: no rubble or crates or anything which would give decent cover. There are some strange blocks (buildings) on the sides of the route that provide some turnings behind which you can hide but they are insufficient compared to the amount of heavy weapons you'll face.
1.5 The Pace
A minor argument only and does not apply always. The distances from axis spawns to objectives (gate or flag) are rather long and normally this would allow the teams to re-organise and gather before the next encounter. With double jump enabled these distances are covered too quickly and axis will pretty much always secure the next flag without even sights of the enemy. Sometimes their speed is so great that the next gate falls in quick succession. Allies could easily secure the next gate, if not the flag, by /killing themselves and re-spawning in the new location. Alas, less than half tend to do this and the rest slowly approach the new fighting ground in the wake of axis forces, killing stragglers and getting killed themselves. Too bad for the gate and the allies getting slaughtered at the gate by the axis spearhead.
Double jumping also allows axis to get through the very first gate before it closes if allies don't defend it well enough. Surely rare and happens only with small crowds but not intended, not against the rules.
2. Counterarguments
2.1 Big Map
The most used one. "Minas is good for the big population of PS#1 because it's such a nice big map." Yeah I'll give it that: it's enormous. But let's elaborate this: apart from the few snipers (and the very top level), how large portion of the map is actually in use at any given time? One whole level of the 7 levels there are, right? Nope, axis usually have the flag spawns somewhere in the middle. Oh right, so half a level? That's getting close, but usually the actual fighting happens in still a smaller area. It can certainly fluctuate in between the spawns but the entire availabe area is never used at the same time.
So the biggest map there is turns out to be a series of pipe-like areas most of which are only a portion of a regular "normal" map's size. Think of something like the map Hydrodam, but without any underground, crossroads, alternative paths or the pools at the sides. Yeah, that's Minas Tirith.
2.2 Not Only in Minas
Meta-counterargument used not for the map but against my rant. And I confess I partially must agree that many and even most of the stuff I complain about here is present in other maps: e.g. the MLB maps are pretty close in size and structure to Minas and share some of the same disadvantages, and "the jam" can be applied to any map with too few routes to use.
However, in no other single map are there this many flaws present at the same time. No other map is as extreme in its weaknesses. And if you can find such a map that is, I bet it's not regularly played in PS#1.
2.3 Your Argument Here
To be honest I couldn't figure much more that isn't already discussed. Tell me your argument for (or against) Minas and I'll do my best to answer.
3. The Lost Ones
This means the absurdly large amount of people who seem to think Minas is one of the best maps out there or at least highly enjoyable.
3.1 Majority Vote
We had a vote in the past whether Minas was to be included in future rotations or not. The majority seemed to like the map so to them I refer as "the lost ones". Because their number is largish, I hope to get the opinions and thoughts of many of them.
I don't know if the vote's decision is final to the eternity. I don't feel like voting about it every six months or so either, even if I could convince the majority to dislike Minas. But we didn't vote about Minas being the favorite map of the server, the vote was only about Minas being a possible map in the rotation. Thus I hope that, if nothing else, people would request it less often. And like me now, request its removal.
3.2 The Joy
The majority likes it. Why? I've listed reasons why not to, and personally I can't find much joy of the map. So you enlighten me, how do you play Minas so that you like it? Does the joy come from playing a team spirited engineer or medic, or one of the heavy weapon spammers, snipers and rambo medics?
3.3 Gimme some!
I don't know how many can be convinced with this post and even further if this has any future impact at all regarding Minas in the map rotation. If no, then at least tell me what it takes to like this map so I can learn from you and maybe, just maybe I could like it too? Not only could you possibly end my (and some others') bitterness and nagging about the map, you could also do me a favor.
4. Conclusion
Minas Tirith has multiple flaws that make me think it is very much unsuitable for a server like PS#1. With this post I mean no offense to the people who like it, but discussion.
Thanks and congrats if you read it all or even got the main points out of it. I pondered whether to post a tl;dr version of this but decided that the people who I couldn't convince nor reasonably argue with are the same people who don't have the patience to read.
Why Minas Tirith Sucks
by Vaakku aka Ankka aka Quack
by Vaakku aka Ankka aka Quack
0. Introduction
1. Reasoning
2. Counterarguments
3. The Lost Ones
4. Conclusion
0. Introduction
This slightly lengthy post has two aims. Firstly, to convince players that Minas Tirith has more vice than virtue and that we could maybe see it less often in the rotation of PS#1. Secondly, to satisfy my curiosity and actually find out what is the greatness of Minas to many, why and how people keep enjoying it. If this kind of text doesn't suit you please feel free to skip it entirely.
1. Reasoning
1.1 Too Long
The time limit at start is what, 25 minutes? Very average. Every gate adds another 5, so in the worst case scenario we'll be looking a grand total of 55 minutes (or 60 if the last gate counts, can't remember that). So the length is double the initial, or as much as 2 regular maps. I see no justification for this, especially considering how many times more enjoyable two regular maps would be compared to Minas.
Also, the initial time vs. time added when advancing is not optimal. 25 minutes is usually more than enough to break the few first gates and move on, while only 5 minutes more to get through the next is very little when time is scarce.
1.2 Repetitive
The first and last levels are distinctly different, but unfortunately in between there are 5 more levels, which are identical in objective and almost identical in layout. Blow up the gate, and this gate as well, and when you are at it, there's 3 more gates waiting for the same fate. How is this imaginative? Diverse? Not boring? In most cases you can't even choose the route to the objective because there is only one from which to choose!
In addition Minas offers large variation in height levels which could make the map more interesting, but this is barely utilised at all within the levels, just between them.
1.3 The Jam
Combine the two above. The map is long and repetitive, can't get much more boring right? Wrong! Instead of seeing axis advance and go through all the different (albeit still very similar) levels, we will see them get stuck in a "jam" at any given level (not before the city gates though). This means the fighting will concentrate on a small and narrow area, heavy weapons blasting everywhere and nobody making any advance. Can last up to any time that is left of the map and usually there is no way to go around the havoc.
1.4 Too Plain
The map is unfinished. It feels unfinished. There are not enough details and complexity. The "streets" of the city are like sweeped: no rubble or crates or anything which would give decent cover. There are some strange blocks (buildings) on the sides of the route that provide some turnings behind which you can hide but they are insufficient compared to the amount of heavy weapons you'll face.
1.5 The Pace
A minor argument only and does not apply always. The distances from axis spawns to objectives (gate or flag) are rather long and normally this would allow the teams to re-organise and gather before the next encounter. With double jump enabled these distances are covered too quickly and axis will pretty much always secure the next flag without even sights of the enemy. Sometimes their speed is so great that the next gate falls in quick succession. Allies could easily secure the next gate, if not the flag, by /killing themselves and re-spawning in the new location. Alas, less than half tend to do this and the rest slowly approach the new fighting ground in the wake of axis forces, killing stragglers and getting killed themselves. Too bad for the gate and the allies getting slaughtered at the gate by the axis spearhead.
Double jumping also allows axis to get through the very first gate before it closes if allies don't defend it well enough. Surely rare and happens only with small crowds but not intended, not against the rules.
2. Counterarguments
2.1 Big Map
The most used one. "Minas is good for the big population of PS#1 because it's such a nice big map." Yeah I'll give it that: it's enormous. But let's elaborate this: apart from the few snipers (and the very top level), how large portion of the map is actually in use at any given time? One whole level of the 7 levels there are, right? Nope, axis usually have the flag spawns somewhere in the middle. Oh right, so half a level? That's getting close, but usually the actual fighting happens in still a smaller area. It can certainly fluctuate in between the spawns but the entire availabe area is never used at the same time.
So the biggest map there is turns out to be a series of pipe-like areas most of which are only a portion of a regular "normal" map's size. Think of something like the map Hydrodam, but without any underground, crossroads, alternative paths or the pools at the sides. Yeah, that's Minas Tirith.
2.2 Not Only in Minas
Meta-counterargument used not for the map but against my rant. And I confess I partially must agree that many and even most of the stuff I complain about here is present in other maps: e.g. the MLB maps are pretty close in size and structure to Minas and share some of the same disadvantages, and "the jam" can be applied to any map with too few routes to use.
However, in no other single map are there this many flaws present at the same time. No other map is as extreme in its weaknesses. And if you can find such a map that is, I bet it's not regularly played in PS#1.
2.3 Your Argument Here
To be honest I couldn't figure much more that isn't already discussed. Tell me your argument for (or against) Minas and I'll do my best to answer.
3. The Lost Ones
This means the absurdly large amount of people who seem to think Minas is one of the best maps out there or at least highly enjoyable.
3.1 Majority Vote
We had a vote in the past whether Minas was to be included in future rotations or not. The majority seemed to like the map so to them I refer as "the lost ones". Because their number is largish, I hope to get the opinions and thoughts of many of them.
I don't know if the vote's decision is final to the eternity. I don't feel like voting about it every six months or so either, even if I could convince the majority to dislike Minas. But we didn't vote about Minas being the favorite map of the server, the vote was only about Minas being a possible map in the rotation. Thus I hope that, if nothing else, people would request it less often. And like me now, request its removal.
3.2 The Joy
The majority likes it. Why? I've listed reasons why not to, and personally I can't find much joy of the map. So you enlighten me, how do you play Minas so that you like it? Does the joy come from playing a team spirited engineer or medic, or one of the heavy weapon spammers, snipers and rambo medics?
3.3 Gimme some!
I don't know how many can be convinced with this post and even further if this has any future impact at all regarding Minas in the map rotation. If no, then at least tell me what it takes to like this map so I can learn from you and maybe, just maybe I could like it too? Not only could you possibly end my (and some others') bitterness and nagging about the map, you could also do me a favor.
4. Conclusion
Minas Tirith has multiple flaws that make me think it is very much unsuitable for a server like PS#1. With this post I mean no offense to the people who like it, but discussion.
Thanks and congrats if you read it all or even got the main points out of it. I pondered whether to post a tl;dr version of this but decided that the people who I couldn't convince nor reasonably argue with are the same people who don't have the patience to read.
Quack!
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