TPG Season 31 - Week 6 Halle_b2

Weekly Prediction Threads.
nunz
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Re: TPG Season 31 - Week 6 Halle_b2

Post by nunz »

GG NB, Yaso is an annoying SOB in that loft!
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Re: TPG Season 31 - Week 6 Halle_b2

Post by bewton »

Chris bridge side is perfect imo, can't say anything about underpass though. Keep the map the same and let people get more used to it...if it keeps getting changed, people will get fed up.
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Re: TPG Season 31 - Week 6 Halle_b2

Post by nunz »

bewton wrote:Chris bridge side is perfect imo, can't say anything about underpass though. Keep the map the same and let people get more used to it...if it keeps getting changed, people will get fed up.
i agree the layout of the map works well.
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Re: TPG Season 31 - Week 6 Halle_b2

Post by cassinoroyale »

bewton wrote:Chris bridge side is perfect imo, can't say anything about underpass though. Keep the map the same and let people get more used to it...if it keeps getting changed, people will get fed up.
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Re: TPG Season 31 - Week 6 Halle_b2

Post by nomis »

bewton wrote:Chris bridge side is perfect imo, can't say anything about underpass though. Keep the map the same and let people get more used to it...if it keeps getting changed, people will get fed up.
There's a ton of shitty hitboxes on the map though. People already pointed out the jump window thing, that is really bad, but even some of the sides of doorways have bad hitboxes and absorb bullets. I actually like the map, but that stuff needs to be fixed.
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Re: TPG Season 31 - Week 6 Halle_b2

Post by knockout »

nomis wrote:
bewton wrote:Chris bridge side is perfect imo, can't say anything about underpass though. Keep the map the same and let people get more used to it...if it keeps getting changed, people will get fed up.
There's a ton of shitty hitboxes on the map though. People already pointed out the jump window thing, that is really bad, but even some of the sides of doorways have bad hitboxes and absorb bullets. I actually like the map, but that stuff needs to be fixed.
The tables on the bridge are also made of some element not found on the periodic table. Really stupidly exploitable. I also think the flipped table on the heavy route is the same way.

The biggest problem with the map is that the two routes aren't connected. It totally ruins the flow of the game, as the caps aren't even worth equal points with the two routes unconnected (bridge=2, hotel=1). The best maps that play out evenly are those that have connected routes, and have some thought put into the layout. This map was CLEARLY made with two routes in mind: a heavy route, and a rifle route. Identifying routes is a decent first step in making a map, but shouldn't be the only step.
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Re: TPG Season 31 - Week 6 Halle_b2

Post by Theworst »

knockout wrote:
nomis wrote:
bewton wrote:Chris bridge side is perfect imo, can't say anything about underpass though. Keep the map the same and let people get more used to it...if it keeps getting changed, people will get fed up.
There's a ton of shitty hitboxes on the map though. People already pointed out the jump window thing, that is really bad, but even some of the sides of doorways have bad hitboxes and absorb bullets. I actually like the map, but that stuff needs to be fixed.
The tables on the bridge are also made of some element not found on the periodic table. Really stupidly exploitable. I also think the flipped table on the heavy route is the same way.

The biggest problem with the map is that the two routes aren't connected. It totally ruins the flow of the game, as the caps aren't even worth equal points with the two routes unconnected (bridge=2, hotel=1). The best maps that play out evenly are those that have connected routes, and have some thought put into the layout. This map was CLEARLY made with two routes in mind: a heavy route, and a rifle route. Identifying routes is a decent first step in making a map, but shouldn't be the only step.
Pretty much this. There needs to be some way for the heavies to be able to break middle and for rifles to be able to rotate to the heavy route and help the heavies. My suggestion would be to have a route from water house that leads into heavy apartments and a route from upper docks to the heavy route. This allows heavies to actually be able stop a potential bridge cap and for rifles to get to the heavy route. Also, there needs to be a drop from axis loft into U hall so axis have another spot they can peek from since allies have the right hall to peek from and axis have nothing on that side.
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Re: TPG Season 31 - Week 6 Halle_b2

Post by CraftyDus »

There totally was a double door to a room in hall with a jumpable window to bridge side 2 versions ago that received the opposite criticism.
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Re: TPG Season 31 - Week 6 Halle_b2

Post by nunz »

Image

could u open up that area? and allow the guy to jump down to docks or even the ledge on the side. it allows third rifles or heavys to move back and forth and potentially create a more important route for the third in holding the apps. just an idea, ive never made a map so i dont know the limitations.
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Re: TPG Season 31 - Week 6 Halle_b2

Post by bewton »

I don't know I feel like having 2 separate routes adds a little variety to our map choices. If you are dominating the heavy side sure you can't break middle but you can get to the first and do enough damage to allow your team to capture the bridge, as tox demonstrated several times this week. Chemille has two separate routes and it's a blast.

Just my personal opinion, maybe the majority of the community does want remakes of anzio, harrington and lennon
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