[PS1] Map Suggestions

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Postby Jolly » Thu Oct 29, 2009 21:34

Imho paris bastille is much better than axislab
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Postby GokuSan » Thu Oct 29, 2009 22:08

xVxVJollyxVxV wrote:Imho paris bastille is much better than axislab

Agree, except maybe for the arty sk problems..
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Postby Death » Thu Oct 29, 2009 22:29

imo thats not so bad in parisbastille.
Its indeed better idea then Axislab.
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Postby Jolly » Thu Oct 29, 2009 23:04

resurrection is also better than axislab
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Postby MiLady » Fri Oct 30, 2009 16:46

Resurection :?

Better is hydro dam :P

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Postby wuju » Sun Nov 01, 2009 21:18

What do u think about Cortex???

Know we had ploblem there with sk but maby we have more mature players now ;)
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Postby GokuSan » Sun Nov 01, 2009 22:48

Uh yea, Hydro dam! Been such a long time! <3
And Ressurection is also good.. :)
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Postby BOWDOWN » Mon Nov 02, 2009 7:56

Tankbuster and Byzanine are removed for 110 Factory (version 2.0) and KOTH (king of the hill).

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Postby GokuSan » Mon Nov 02, 2009 12:54

Imo KoTH is too small for a 36 slot server.. ^^'
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Postby wuju » Wed Nov 04, 2009 8:53

Maby its a bit small but its fun :) Its kind of masacre :D

For me realy good choise :)
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Postby faqir » Wed Nov 04, 2009 14:52

koth sucks

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Postby BOWDOWN » Wed Nov 04, 2009 17:05

faqir wrote:koth sucks


Thanks for your help and suggestions :wink: .

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Postby goun » Fri Nov 06, 2009 22:50

hello, thanks for this great server and very good game.
most of maps are good
i propose minas tirith ,one of my favorite map
new maps are welcome,lots of map on this game.

ps: sorry for my english i m french and i don t speak english very well.

thanks,@+

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Postby MiLady » Sat Nov 07, 2009 2:59

I agree with Goun minas is nice map and I hope it'll back at PS#1

Goun welcome at forum :D

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Postby BOWDOWN » Sat Nov 07, 2009 18:50

Be patient, Minas will be back soon :) .

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Postby Evil » Sat Nov 07, 2009 19:15

faqir wrote:koth sucks


koth is great imo

accept this map have rly bad due this things like

1: Spawn exit has 2 point to leave but the 2 points become 1 point to exit the area,
and ive spoken with daghel and i think we should see this as a sk even before glasses or behind.
some of the players camp with hw near there and shoot when we try to leave.

2: some and specialy me, was told hw was allow hw was not allowed perhaps a difrent admin way.
but last i see bow wrote no hw at flag and day before i ask flower bout and he say it is.

like i said earler its a nice great map to play specialy i like such maps.
but its another problem map but i consider that all maps has such typical issues.

my 2 cents.

i rly want to request 2Hide or chickenbucket <--- (aka bucket) as replace for koth IF its going to be replaced but for now i would love that map stay for some weeks or days.

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Postby Vaakku » Sun Nov 08, 2009 20:52

I've grown to dislike MLB Egypt even though it first seemed a nicely complex map with multiple stages and large areas. Now I understand these characteristics are either wrong or just a bad thing for gameplay.

Complexity: There's nothing wrong with lots of different objectives and areas around the map but the problem is that either people are too new to the map, just can't or don't want to learn what is where and what to do. Each stage has about the same amount to learn as a smaller map on its own. Is the map just too complicated? That's the only thing I can think.

Multiple stages: Brings more variety and thus fun to maps in general. However, if the attacking team knows what it's doing (and defending maybe not so much), even a small assault group can do the objectives fairly quickly and thus the spawns change with rapid speed. This might perplex the defenders even more and thus give the attackers a somewhat unfair advantage when many of the defenders don't move to the next stage. Or the defenders might start to sk when they don't know where all the spawns are and when exactly they change.

Large areas: This is just not true for the most part of the map. The map is more like a tube or pipe, guiding players via one or rarely two routes. Yes, the map is very large, but is it really useful if all the action happens in a very small proportion of it? I call this the Minas Tirith syndrome, calling a map big when actually the area that is used is a smallish single route. There is some open space in the middle stages but even then not too much.

Many of these issues are visible in all MLB maps, but Egypt is the only one where they are strong enough to actually annoy me. Accordingly, I'd like to see it removed pretty soon please.
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Postby warren-the-ape » Sun Nov 08, 2009 22:59

@ Vaakku

The Minas Tirith syndrome :D

Nice read and so true. This would make a nice blog post for the frontpage ;)
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Postby MiLady » Sun Nov 08, 2009 23:42

Change over the top for other map, maybe hydro dam?

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Postby Smadje » Mon Nov 09, 2009 1:42

Could we get the original version off Goldrush back?

A lot off problems with the entrance above the 2nd axis spawn. Mass spawnkilling etc, and in my opinion the whole idea off more entrances doesnt really add something to the map.
quoting deep:
henksmadje please read topic more carefully and other topics too where u reply, then u get the point and dont have to make stupid posts.

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Gold rush

Postby RaiderPL » Tue Nov 10, 2009 3:16

Hi! I think Smadje have a right about back to GOLDRUSH old version. We have more spawn kills in second axis spawn.

Like a Dropskill couple days ago. So my suggestion is back to old version

Thanks

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Postby Plastic_Jesus » Tue Nov 10, 2009 8:10

Take that Goldrush away. It just makes much harm. Super Goldrush final without double jump would be hell cool or then make doublejump much not effective because there is lot of bugs.
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Postby cabrita » Tue Nov 10, 2009 18:24

i like vortex but i never play in ps1.Whi you dont put vortex???

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Postby MiLady » Tue Nov 10, 2009 23:49

Over the top -> minas tirith

EDIT: Pls also remove MLB Egypt, because big problem with SK at 3rd/5th axis spawn and last allies spawn

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Postby faqir » Wed Nov 11, 2009 1:45

oasis out :S

it's too small for 18vs18

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