[QUOTE=meppers;39699778]CTF_convoy (ver. 1)[/QUOTE]
But that's a custom map, and speaking about it, I loved that map, too bad the server that used to run it is now dead.
Gravelpit.
arena_lumber yard
hydro
I haven't played it in literally over a year
I miss it so much
tc_hydro and plr_nightfall
seriously they're like my favorite maps and I only see them once every 3 months
Halloween maps
[QUOTE=Metaru;39698918]im more worried as to why valve hasnt added more popular comunity maps.[/QUOTE]
because like Yukon, Junction, and Gullywash, they won't be played at all
[QUOTE=The Baconator;39700808]because like Yukon, Junction, and Gullywash, they won't be played at all[/QUOTE]
Gullywash is played all the time in Lobbies
[QUOTE=HyperTails;39700818]Gullywash is played all the time in [B]Lobbies[/B][/QUOTE]
keyword here
lobbies make up an insignificant percentage of TF2, and you must be willing to wait/schedule a video game match :pwn: Way too much to put up with compared to instant access aka pubs
[QUOTE=The Baconator;39700859]keyword here
lobbies make up an insignificant percentage of TF2, and you must be willing to wait/schedule a video game match :pwn: Way too much to put up with compared to instant access aka pubs[/QUOTE]
Try Valve servers, Gullywash shows up there a lot, but only on Attack/ Defense servers for some reason.
I think all of the 5-CP maps should be played a lot more, I think Payload is really inferior by comparison but seems to be played more often; the maps seem pretty linear and not as dynamic as 5-CP.
More specifically, badlands and yukon should be played more, and also some newer custom ones like process.
ctf_2fort
pl_swiftwater.
Such a beautiful payload map ;_;
[QUOTE=Radu RD;39702047]pl_swiftwater.
Such a beautiful payload map ;_;[/QUOTE]
But that's a custom map.
[QUOTE=LittleBabyman;39702173]But that's a custom map.[/QUOTE]
I bet if swiftwater was an offical map it would be played all the time.
Payload seems to be really popular nowadays.
This thread is all about tc_hydro, I mean all the other maps get played especially on Valve servers.
But Hydro and any other TCs, the few there are? No love.
Junction
...and Hydro obviously
[QUOTE=LittleBabyman;39702173]But that's a custom map.[/QUOTE]
If we were to post only official maps, then this thread would've been dead by now :v:
[QUOTE=G-Guy;39701939]I think all of the 5-CP maps should be played a lot more, I think Payload is really inferior by comparison but seems to be played more often; the maps seem pretty linear and not as dynamic as 5-CP.
More specifically, badlands and yukon should be played more, and also some newer custom ones like process.[/QUOTE]
There is a reason why Payload is not played in competitive/lobby/pugs, and it's not elitism or paranoia, it's just that Payload is a naturally imbalanced game mode that has bad game design. Same with most attack/defend maps like Dustbowl. But pub players love them because of the spamfest.
yukon, steel, junction
i can sort of understand why the latter two aren't played. steel can get confusing with its layout and junction is pretty darn cramped for larger servers.
[QUOTE=Escargotage;39709044]yukon, steel, junction
i can sort of understand why the latter two aren't played. steel can get confusing with its layout and junction is pretty darn cramped for larger servers.[/QUOTE]
How is Steel confusing at all? I could probably spycrab my way around it without a trouble even though I haven't played it for quite some time.
i say that only because i've known people that get lost. i've never had trouble myself, but i can see why that would keep it from being played more often.
[QUOTE=Metaru;39698918]im more worried as to why valve hasnt added more popular comunity maps.[/QUOTE]
Yeah, Valve has really dropped the ball on adding community maps to the game. The last community map they made official was Gullywash in the Manniversary updated over a year ago, not counting Kong King since it was just made by a community map maker, not originally a community map.
Last year we only got 6 non reskin maps. They really should of given us another community map back during the big content drought of the first half of the year, then maybe have added a community map or two to Pyromania and the Mecha update since most bigger updates in the past had 2-4 maps, not the 1 that those two updates had.
It kinda feels like a joke when Valve is asking people to support community map makers when they aren't even supporting them by adding more maps into the game.
Due to Hydro's seeming unpopularity, I've never played it; why is it neglected so much?
[QUOTE=ComodoreBluth;39709255]Yeah, Valve has really dropped the ball on adding community maps to the game. The last community map they made official was Gullywash in the Manniversary updated over a year ago, not counting Kong King since it was just made by a community map maker, not originally a community map.
Last year we only got 6 non reskin maps. They really should of given us another community map back during the big content drought of the first half of the year, then maybe have added a community map or two to Pyromania and the Mecha update since most bigger updates in the past had 2-4 maps, not the 1 that those two updates had.
It kinda feels like a joke when Valve is asking people to support community map makers when they aren't even supporting them by adding more maps into the game.[/QUOTE]
Well theres also risks to take on board as well, its kinda the same when they use to add items via their old method, not the workshop. Its very easy to steal someones map and claim it as their own. While its a massive shame that a lot of community maps are still waiting for a chance to be official you also need to keep in mind that they'll play test the maps internally to see if the map fits their vision of TF2s gameplay. Plus not all community maps have the best of optimization for lower end machines or could even run on dx8, I know some maps have that issue.
[QUOTE=Histrionic;39709276]Due to Hydro's seeming unpopularity, I've never played it; why is it neglected so much?[/QUOTE]
it's extremely prone to stalemate or steamroll
it also takes ages to fully complete because one team has to capture all six areas (each consisting of two points, one red/blu, where each team must simultaneously defend their own point and capture the other)
it's an excellent idea on paper, but pubs seriously can't multitask, so the entire team either completely defends and nothing gets done, or completely attacks and their point gets capped without them even noticing
I still love it because it's one of the most beautiful maps in the game and I can have some fun on it when I'm not playing with idiots, but it's so few and far between.
Hydro is broken, actually broken, here's a quote from a hydro discussion on [URL="http://forums.tf2maps.net/showthread.php?t=12988"]TF2maps[/URL]:
[QUOTE]Know what I think causes Hydro's Stalemates?
If you look through the vmf file, you can see Hydro was probably in production very early in TF2, and they might have stopped caring about it or just forgot about spawn times.
If spawn times could get any lower than zero, Hydro would have -16 second spawn times.
Negative. Sixteen. Obviously not possible in the game.
Really, It looks like they intended it to gradually go down and stop at 4sec spawns when there was 2 mins left on the clock.
Instead, Hydro just becomes an insta-spawn DM-fest at 3 minutes...|[/QUOTE]
And that is probably the reason Hydro stalemates
[QUOTE=ComodoreBluth;39709255]Yeah, Valve has really dropped the ball on adding community maps to the game. The last community map they made official was Gullywash in the Manniversary updated over a year ago, not counting Kong King since it was just made by a community map maker, not originally a community map.
Last year we only got 6 non reskin maps. They really should of given us another community map back during the big content drought of the first half of the year, then maybe have added a community map or two to Pyromania and the Mecha update since most bigger updates in the past had 2-4 maps, not the 1 that those two updates had.
It kinda feels like a joke when Valve is asking people to support community map makers when they aren't even supporting them by adding more maps into the game.[/QUOTE]
but you see, most maps aren't even played enough, Valve has to do something about the majority of the TF2 population only wanting to play dustbowl, 2fort, goldrush, and badwater. All these new maps won't be played much and just turn into more junctions, steels, and yukons.
[editline]25th February 2013[/editline]
the TF2 community is just really really sad and Valve doesn't care as long as they keep playing and buying stuff
[QUOTE=OffTheRoad;39709086]How is Steel confusing at all? I could probably spycrab my way around it without a trouble even though I haven't played it for quite some time.[/QUOTE]
How about:
-Halfway through the map, the defenders change from one spawnroom to another.
-Several paths open/close when points are captured (such as the door behind A opening when B is captured).
-Several odd dead end paths. (Such as the one next to A overlooking E or the one overlooking D).
-Overlapping paths (such as the tunnel from A to B or the two paths from E to C).
If you understood all my examples: Congratulations! You can play steel competently.
it takes two or three times to get around cp_steel. it is confusing at first yes, but it is really not hard after you get used to it, and it becomes extremely fun and dinamic. and isnt as complicated as your average indoor multiplayer map. take UT99's assault maps for example, they had multiple paths that branched as you completed objetives, and it was up to you to learn those paths to get the most of them.
another reason behind people's hate is because its a map focused exclusively on close range classes, making soldiers, demos and snipers harder to be fully effective agaisnt pyros, scouts and spies.
on a second note, i wish cp_granary was more played. is by far my favorite map due it having the right amount of choke points and open areas.
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