TPG Season 31 - Week 6 Halle_b2

Weekly Prediction Threads.
k4b00m
Posts: 1446
Joined: Wed Mar 30, 2011 8:33 pm
Clans: dpk, dgf
Location: Canada
Contact:

Re: TPG Season 31 - Week 6 Halle_b2

Post by k4b00m »

bewton wrote: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
I agree. My only concern(s) are issues with spots on that map that are easily abused, like crouching behind certain objects and not being hit at all. A few simple fixes on the heavy route could make it so much more enjoyable, no need for a huge overhaul.
My biggest gripe is the ramp and doorway leading to axis first though, you can't do anything as a heavy once you push up on allies. You're literally trapped in table room like a rat because nades are flying everywhere and you have a severe disadvantage with angles.
knockout
Posts: 1112
Joined: Sun Mar 25, 2012 2:22 pm
Clans: gomi - dicE - revamped - dodod - gskiLL
Location: up your butt and around the corner

Re: TPG Season 31 - Week 6 Halle_b2

Post by knockout »

bewton wrote: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
Although I do feel having variety in maps is great (I enjoy the contrast of donner, chemille, and anzio as opposed to harrington and lennon), I feel there are issues with this particular map that are fundamentally flawed for competitive play. I have voiced most of my concerns in my last post, but here are some things to note on your point:

-I really don't agree that you can do damage to allow your team to capture bridge by winning your route as allies. You either peek uphill at a ramp that the other team's kars can see from their spawn ramp, or you peek a tiny doorway with an unfavorable angle. Axis side you have a little more to work with.

-As for chemille, all flags are single caps, which allows the pace to be picked up and flanks to be more possible/meaningful. Another important thing to note, that I haven't heard anyone else mention is that the spawns should be moved back. It seems that killing the bridge team then capping bridge immediately, you can still get naded by a guy respawning because of the small amount of time it takes to get back to the flag from their spawn.

-Think of maps that have been played for years at a competitive level and where the spawns are placed in regards to flags: chemille, anzio, donner, even custom maps including harrington and railroad. I've brought this issue up to a couple top level players that have been around for a while and most have agreed, while some disagreed. Either way I think it should be something to test if someone is willing to work on this map and try to make it more suitable for competitive play. As it is now, I really don't think it should be played in a match again.
Theworst
Posts: 600
Joined: Thu Sep 22, 2011 6:44 pm
Clans: ~Casual // Critical Mass // Exodus // Gentlemens Club // Midwinter // Duality~
Location: Guelph, ON

Re: TPG Season 31 - Week 6 Halle_b2

Post by Theworst »

knockout wrote:-As for chemille, all flags are single caps, which allows the pace to be picked up and flanks to be more possible/meaningful. Another important thing to note, that I haven't heard anyone else mention is that the spawns should be moved back. It seems that killing the bridge team then capping bridge immediately, you can still get naded by a guy respawning because of the small amount of time it takes to get back to the flag from their spawn.
This.
nunz
Posts: 1022
Joined: Tue Jun 14, 2011 11:16 pm
Clans: </3 LIVEVIL 38th LAB sb riseabove
Location: Mississauga
Contact:

Re: TPG Season 31 - Week 6 Halle_b2

Post by nunz »

either way its better than merderet and sturm. even with the bugs.
Theworst
Posts: 600
Joined: Thu Sep 22, 2011 6:44 pm
Clans: ~Casual // Critical Mass // Exodus // Gentlemens Club // Midwinter // Duality~
Location: Guelph, ON

Re: TPG Season 31 - Week 6 Halle_b2

Post by Theworst »

nunz wrote:either way its better than merderet and sturm. even with the bugs.
Image

I don't know, I enjoy Merderet a lot more than this map.
scorch-
Moderator
Posts: 1461
Joined: Mon Jan 31, 2011 1:05 pm
Clans: #[e]xceptional.dod ~ #check-six ~ #jetty ~ dodod
Location: ventura,ca
Contact:

Re: TPG Season 31 - Week 6 Halle_b2

Post by scorch- »

Echoing what some other people have said, the heavy side of that map is totally useless. If you lose bridge as axis, you're a sitting duck if you try to get into the heavy area. If you win the heavy side as axis, you have like 2 tiny ways to attack the first. If you win the heavy side as allies, you have two tiny ways to attack the first. Basically, you win a flag with the heavies and then you kind of sit and wait and see if the other team's heavies are going to leave their first flag, but if you win bridge you have these great angles to long pick the other team's one route from spawn with rifles.

If you're going to give the rifles so much influence over the entire map, you need to give the heavies some way to influence the outcome. It didn't feel like winning or losing the heavy side of the map really made much difference, while I totally felt the influence of winning/losing bridge on my ability to do anything on the heavy side.
stile
Posts: 1018
Joined: Tue Apr 19, 2011 2:53 pm
Clans: dpk

Re: TPG Season 31 - Week 6 Halle_b2

Post by stile »

The heavy route only exists on that map so the 2 extra people have a place to go.

I'd rather that whole section get deleted and have a 6v6 on bridge.
lerfooled
Posts: 174
Joined: Mon Feb 21, 2011 5:24 pm
Clans: delete my account.
Contact:

Re: TPG Season 31 - Week 6 Halle_b2

Post by lerfooled »

many of the issues with the design of the map have been contemplated by the group of individuals who have worked on the map. this is really an early version of the map which was fairly rushed and completed in a week or two. so to summarize a list of problems with the map...

-tables are bad
-give the heavies a more important role in the map.
not sure whether this means connecting the water house to the apartments and connecting axis exit closer to allies first, connector to bridge in the middle of apartments, or w/e.
-various angled brushes causing shots to fall into a black hole(ss would be nice)

as for the spawns... the maps are generally put together like large pre made lego blocks sooo... it's part that i don't want to do the extra work to create a new area and part whether or not those changes improve the map(ie lengthening distance from spawn to bridge).

i'm not the best designer of maps and no forethought goes into the overall design when i make a map... i like to create something a little unique or unconventional in terms of play style and if it works... great! if not, we are only aiming for better then some of the lower end maps in the rotation.
e-machine
Posts: 27
Joined: Sun Jul 15, 2012 4:30 pm
Clans: -

Re: TPG Season 31 - Week 6 Halle_b2

Post by e-machine »

Image
Image
scorch-
Moderator
Posts: 1461
Joined: Mon Jan 31, 2011 1:05 pm
Clans: #[e]xceptional.dod ~ #check-six ~ #jetty ~ dodod
Location: ventura,ca
Contact:

Re: TPG Season 31 - Week 6 Halle_b2

Post by scorch- »

Just swap the side of the arch that the half-door covers by axis first and move the entryway from there to table room and the hall next to it towards the axis first to cut down the angle that bridge can wreck heavies from while also giving allied heavies a better shot of doing damage at the first. Then take the box off the ramp at allied first and put a half-wall at the top of the ramp.

You don't have to connect hotel and bridge to let the heavies have an influence on the map. You just need to make it easier for people to do damage at the enemy first when they're controlling the hotelside. The problem is that right now it doesn't make sense to send 3 people to the hotel because if you win a fight against the other team, you can't do any damage, but if you win a fight at the bridge you can influence the whole map. Once you win the middle part of hotel, it should get easier to frag and harder for the other team to take back that area.
Post Reply