Major Update Speculation XXX: cp_orange_x3 confirmed!
5,003 replies, posted
[QUOTE=pepetoads;49395134]what's wrong with doublecross, egypt, and probed?[/QUOTE]
Main problem I have with egypt is stage 2 and 3
With stage 2, Red has a Hight advantage around the left of point 1, forcing blue to take the far right spawn exit
Stage 3 meanwhile has the annoying tunnels between P1 and 2, making P2 very easy to defend with a few sentries and the rest of the team stopping them from being destroyed
[QUOTE=Inferno564;49395263]Main problem I have with egypt is stage 2 and 3
With stage 2, Red has a Hight advantage around the left of point 1, forcing blue to take the far right spawn exit
Stage 3 meanwhile has the annoying tunnels between P1 and 2, making P2 very easy to defend with a few sentries and the rest of the team stopping them from being destroyed[/QUOTE]
I agree that it's not the best map (it was more probed I was wondering about, it's a good koth map minus the pumpkins), but it has better design than cp_orange.
[QUOTE=pepetoads;49395322]I agree that it's not the best map ([b]it was more probed I was wondering about[/b], it's a good koth map minus the pumpkins), but it has better design than cp_orange.[/QUOTE]
Yeah, like I said, in short, Probed is a decently designed koth map ruined by UFO jank and poorly placed exploding aliens that get completely in the way of playing the game. If your'e going to have the UFO set up that way, disable the timers for a bit or something when it's preparing to suck people up.
The biggest problem with Egypt is the way it recycles the spawn rooms, making blu take forever to exit, especially with stage 2 and the left flank.
I don't think stage 3s tunnels are too bad, it's just that the blu team never takes advantage of the side route with the hight advantage and climbs up the whole first area to get to the choke instead of just going through the big stairwell.
Since Valve is taking their sweet time with rd_asteroid, we decided that in 2016, we're really going to the moon even if they aren't ready for it.
[IMG]http://server2.pelipurkki.fi/~dustin/tf2/comingsoonmoon.jpg[/IMG]
[QUOTE=ics;49396312]Since Valve is taking their sweet time with rd_asteroid, we decided that in 2016, we're really going to the moon even if they aren't ready for it.
[IMG]http://server2.pelipurkki.fi/~dustin/tf2/comingsoonmoon.jpg[/IMG][/QUOTE]
I honestly hope for you guys to put this on the workshop and hope for this to become official.
The artstyle of asteroid is really cool, I love seeing it used.
Remember when the TF team were still working on rd_asteroid and pl_cactuscanyon? Me neither :v:
I miss the updates to Cactus Canyon. It was always fun to see where they put the cacti in each update.
Why finish mannpower before Asteroid and Cactus? Mannpower's not even that good.
I'm more than willing to bet that Asteroid and Cactus Canyon will be released when they finish the next comic, or close to it.
Hasn't gotten an update in quite a bit of months.
The last update rd_asteroid got was on December 14th, 2014 and for pl_cactuscanyon it was August 27th, 2014 :v:
[QUOTE=EmilyVasquez;49396785]The last update rd_asteroid got was on December 14th, 2014 and for pl_cactuscanyon it was August 27th, 2014 :v:[/QUOTE]
Shit it's already been a year for asteroid. What a waste of a map so far, I wonder if it'll make it into TF2C.
[QUOTE=spooky alien;49396633]Why finish mannpower before Asteroid and Cactus? Mannpower's not even that good.[/QUOTE]
It doesn't even work on community servers so a good portion of the playerbase can't play it at all. (Say, all of south america)
[QUOTE=Cosa8888;49396861]It doesn't even work on community servers so a good portion of the playerbase can't play it at all. (Say, all of south america)[/QUOTE]
Why doesn't it work on community servers? I swear I've played it on a 24/7 server once or twice.
[QUOTE=Cosa8888;49396861]It doesn't even work on community servers so a good portion of the playerbase can't play it at all. (Say, all of south america)[/QUOTE]???
tf_grapplinghook_enable 1
tf_powerup_mode 1
[QUOTE=EmilyVasquez;49396785]The last update rd_asteroid got was on December 14th, 2014 and for pl_cactuscanyon it was August 27th, 2014 :v:[/QUOTE]
Know how long it has been since we've gotten an MvM map? [i]December 20th, 2012[/i]
Valve has a really awful habit of generating ideas for TF2 and then just leaving them to rot after less than a year of working on them in the public, see:
-Medieval Mode
-Mann vs Machine
-Robot Defense
Probably going to be the same fate of Mannpower and PASS Time, really. All of the Arena maps also came within a year of each other sans Byre (August 19th, 2008 - August 13th, 2009), as well.
Last time we got maps was November 20, 2013 actually.
But MvM is a very underused gamemode. It has the potential to print money with just some simple tours but Valve isn't paying that much attention to it.
[QUOTE=Snowshoe;49397231]Last time we got maps was November 20, 2013 actually.
But MvM is a very underused gamemode. It has the potential to print money with just some simple tours but Valve isn't paying that much attention to it.[/QUOTE]
for some odd reason they insist on spending endless effort and development time on entire new maps rather than use the extremely flexible system they put in place which allows mission creation on already existing maps. This would require 10x less development time.
but no.
even now we have [url=https://steamcommunity.com/app/440/discussions/1/494632506576734844/#c458604254421071856]reasons[/url] to believe they're making yet another map (in addition to secret AI developments)
[QUOTE=The Duke;49397110]Know how long it has been since we've gotten an MvM map? [i]December 20th, 2012[/i]
Valve has a really awful habit of generating ideas for TF2 and then just leaving them to rot after less than a year of working on them in the public, see:
-Medieval Mode
-Mann vs Machine
-Robot Defense
Probably going to be the same fate of Mannpower and PASS Time, really. All of the Arena maps also came within a year of each other sans Byre (August 19th, 2008 - August 13th, 2009), as well.[/QUOTE]
PASS Time isn't by Valve, so watch it be the one unique gamemode to get constant updates. :what:
[QUOTE=The Duke;49395192]
Probed has exploding aliens that can reappear instantly as you are hitting someone (and placed in locations where you are likely to run into them. 2fort Invasion is similarly awful in this regard about the aliens. Exploding pumpkins are placed on top of props or in corners and not in the middle of a walkway for a reason)[/QUOTE]
There's 4 exploding aliens in the gameplay space total, 3 of which are on top of props. The only walkable space one is in the silo next to the medium health pack and is designed to make that area a little more dangerous to dive into, with the reward for doing so being health and ammo and the quickest way around the point. Also keep in mind, Probed's specific "pumpkin bombs" also are the only ones in the game that avoid the bug where if they spawn in as you are walking over them, they make you stuck inside of them, by means of telefragging you instead. (This last part doesn't really go against your claim of them getting in the way, I just wanted to mention it because I think it's a hilarious way to solve that problem.)
[QUOTE=The Duke;49395192] and also has stupid UFO bullshit where you can be capping last, get sucked up instantly by the UFO [B]without warning[/B] and basically deny you from finishing the cap, losing the game. I've had the latter happen at least 5 times including three times where it was right after capping started, letting the cap meter drain due to invuln preventing you from capping and the time lost walking across the UFO.[/QUOTE]
It does have warning, though. It has the hum as it arrives and another noise as the tractor beam starts. It gives you a good 4-5 seconds from the start of the hum to get under the awning where it doesn't lift you up, or away from the central area/ inside the building. It also is far less likely to swoop in during the last ten seconds of a teams koth timer (it still can in some instances). During a double overtime, it shouldn't show up at all.
[QUOTE=Hell-met;49397548]
even now we have [URL="https://steamcommunity.com/app/440/discussions/1/494632506576734844/#c458604254421071856"]reasons[/URL] to believe they're making yet another map (in addition to secret AI developments)[/QUOTE]
I work with spawn points all the time and I have no idea what this person is talking about.
[B]Edit:[/B] Oh it's because he's talking about MvM which I don't work with. Disregard.
[QUOTE=Hell-met;49397548]for some odd reason they insist on spending endless effort and development time on entire new maps rather than use the extremely flexible system they put in place which allows mission creation on already existing maps. This would require 10x less development time.
but no.
even now we have [url=https://steamcommunity.com/app/440/discussions/1/494632506576734844/#c458604254421071856]reasons[/url] to believe they're making yet another map (in addition to secret AI developments)[/QUOTE]
Yeah it certainly seems like Valve is working on new MVM content based on the code updates they've been adding to the game. It would probably be a good idea for them to grab up content from the Iron Gauntlet project to go with their MVM stuff.
[QUOTE=Fluury;49396342]I honestly hope for you guys to put this on the workshop and hope for this to become official.
The artstyle of asteroid is really cool, I love seeing it used.[/QUOTE]
Thanks, we'll put it in as soon as we have it done. There's quite few things with the map that needs to be done. One issue being lots of rd_asteroid based props and models not having vphysics and are non-solid ingame. This requires us to do extra gimmicks to have them usable. Valve only uses few of the models in playable areas, so they it's not a problem for them. For us, it kind of is if we want players, rockets and such not to go through of them.
[QUOTE=The Kins;49396909]???
tf_grapplinghook_enable 1
tf_powerup_mode 1[/QUOTE]
Oh man.
Then south american server owners have no idea how to activate mannpower.
I take my word back, sadly I still haven't been able to play it since it came out.
I think the problem with MvM is that it gets boring for most people doing the same tour over and over again.
I said it before and I'll grab this idea again ; if you have a 6 Wave mission, you can create 5 possible missions for each number. Then make the game randomly pick one out of these 5 for the first, second etc. and there ; You have an MvM which is different everytime you play it and doesnt get boring that fast.
[QUOTE=Fluury;49398435]I think the problem with MvM is that it gets boring for most people doing the same tour over and over again.
I said it before and I'll grab this idea again ; if you have a 6 Wave mission, you can create 5 possible missions for each number. Then make the game randomly pick one out of these 5 for the first, second etc. and there ; You have an MvM which is different everytime you play it and doesnt get boring that fast.[/QUOTE]
There can only be so much variety though, which is exactly what the multiple tours are supposed to represent.
And why people have been asking for more.
It doesn't even have to be new maps all that often, just a new tour or two every once in a while to add a little new spice.
[QUOTE=Cosmic feel;49383661]A full melee offclass would compliment Pyro's already close range playstyle, things like resistance upping shields or armor could help him bulk up to resist ranged damage[/QUOTE]
>No Turret Knockback
>Homewrecker is viable for destroying sentries
To be honest i'd like more MvM missions. It's been 2 years since we've had a new one and i think it'd be good to have more. I mean, look how much money people sink into MvM to get those Aussies/Robo-Parts. If they made another set of missions for MvM and had new prizes then people would spend more money.
I've updated the OP's recap, removing some out of date/old information.
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