Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #7070
    Alrighty, finally got down and reworked manoroutside based on your guys' feedback.

    https://www.dropbox.com/s/u0500soxs1ihkie/ManorGroundsA3.rar

    Changes:
    ~Renamed from ph_manoroutside to ph_manorgrounds (sounds nicer if you ask me)
    ~Removed the graveyard area and part of the area to the left of Blu spawn
    ~Blocked the small shed area
    ~Moved Red spawn
    ~Changed music files from .wav to .mp3 for smaller map size
    ~Added a few more props around the map to make up for removing some from the list that were from the graveyard
    ~I've heard there's some ghosts that don't quite like their Australium to be touched....


    Let me know what you guys think of these updates. I'll rework the map again if the majority of you don't like something. :)
  2. Re: Map Rotation / Map Suggestions

    #7117
    Glaceon asked me to post this his view on Cyberpunk, since he currently can't.

    "Cyber is bad. I only suggested it because people wanted it, the map needs more than a few places fixed, it needs to be redone completely."
  3. Re: Map Rotation / Map Suggestions

    #7120
    box wrote View original post
    Props win 76.5% of the time, that's ridiculous and that's not a close-call kinda win either. Its "I've been chillin up on tha roof watching everybody below, not moving an inch the entire time" kinda win.


    Pretty much the same can be said for Clifface, except while that map doesn't need as much work as cyber, it's win/loss for props/hunters is even more ridiculous, upwards of 80%.
  4. Re: Map Rotation / Map Suggestions

    #7125
    Marshii wrote View original post
    Pretty much the same can be said for Clifface, except while that map doesn't need as much work as cyber, it's win/loss for props/hunters is even more ridiculous, upwards of 80%.


    Sawmill has upwards of an 80% win rate for props too and most people think the map is fine. While I do think Cliff Face needs some work, it's nowhere as bad a cyberpunk. Also, Cargo (arguably the most played map on this server), Range, and Otherside all have prop win rate of over 80%.
  5. Re: Map Rotation / Map Suggestions

    #7133
    remove every map ever made
  6. Re: Map Rotation / Map Suggestions

    #7138
    Cargo, Cyberfuck, and Cliffface are all justifiably removable. Cliffface isn't a bad map, only there's too much ground to cover in the time allotted (same with the others). Cyberfuck is too narrow on the ground, and too open on the rooftops. The only chance

    Sawmill is a legitimately well-made map, however the last version opened up some rooms, etc that requires more searching and an entire Blu team that knows wtf they're doing. That extra ground really gave an advantage to props because there are more places to cover but not the adjusted the extra time. That being said, these maps won't improve just by adding time. The time limit is long enough to where the rounds are just fuckin boring as shit. Much like kakariko, and remember that kaka means shit.
  7. Re: Map Rotation / Map Suggestions

    #7158
    Who has the rights to Brawl? Playing that earlier just made me realise how big it is, may I recommend closing off the basement area and the small tunnels around the edges of the map? There is too much ground to cover for a team of average hunters unless the server is full.
  8. Re: Map Rotation / Map Suggestions

    #7159
    Brawl is just a bad map. So big, so open, so little health. Absolute hell for runners.
  9. Re: Map Rotation / Map Suggestions

    #7163
    maybe you could hide
  10. Re: Map Rotation / Map Suggestions

    #7165
    Since when has hiding worked?

    Marshii wrote View original post
    Who has the rights to Brawl? Playing that earlier just made me realise how big it is, may I recommend closing off the basement area and the small tunnels around the edges of the map? There is too much ground to cover for a team of average hunters unless the server is full.


    Have you tried searching old posts on the GM forums? Brawl has been around longer than I have, although I don't think it's particularly big unless you get caught chasing a prop for a long time. I can search the whole thing over on the SourceOP server fairly easily and that server doesn't have speed boosts.
  11. Re: Map Rotation / Map Suggestions

    #7168
    I, too, generally have little problems with the size of Brawl. I can cover most, if not all, of the map pretty easily myself, unless I start going after a prop, like Shooter said.

    And I honestly quite like bigger maps, personally.
  12. Re: Map Rotation / Map Suggestions

    #7170
    Shooter and Luve said it, I'll say it again: the size is fine. Its easy to track down props, though yes if you're with a useless team it might be a lot to cover. This used to be the favorite map back in the Alpha Omega server days. If there absolutely HAS to be a change, we could go back to the health pack discussion of a small health kit on both red and blu-stacked storage containers.

    But isn't surviving part of the challenge? Why does everybody expect survival to be a given, with loads of health packs and easy "hiding spots," even though we all know that "hiding spots" never work?
  13. Re: Map Rotation / Map Suggestions

    #7172
    box wrote View original post
    But isn't surviving part of the challenge? Why does everybody expect survival to be a given, with loads of health packs and easy "hiding spots," even though we all know that "hiding spots" never work?


    I'm pretty sure it started when ranks were added. The fact that there's a K/D ratio stat tracked means there must be some way to avoid dying even if it seems impossible with 10+ speed boosted pyro flocking after you at times. Lots of people like easy win maps like cargo and redstone and (arguably) cyberpunk but not many people (myself included) like smaler maps like Feud or HQ or Maze.
  14. Re: Map Rotation / Map Suggestions

    #7182
    to be honest i dont like small maps that much, I go for tha usual sizes like medium lumberyard, mountain, etc.

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