Ladder maps

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Ladder maps

Postby tChr » Wed Mar 15, 2006 11:09 pm

I understand there is reason for wich maps are allowed to challenge in the ladder, but it would be good with a public debate. So green, if you please, could you tell us why the selection is like it is?

I've learned today that 05 is a map that is easily totally dominated by the stronger player. I've been owned twice here today, and I've also won it 20 - 0 on several occations.
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby esteel » Thu Mar 16, 2006 1:32 am

There was (more or less) a open discussion about the map pool for the ladder in the old forum. Well i remember it was 'less' of an discussion to be honest.
Most of those not perfect things are found 'on the run' but its also bad it change too many things once a ladder was started. So maybe we should use this thread to collect ideas and see when is the best time to integreate those ideas into the ladder..
Last edited by esteel on Thu Aug 31, 2006 2:57 pm, edited 1 time in total.
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Ladder maps!!!

Postby hurzel 2 » Sat Mar 25, 2006 5:07 pm

I move that the maps 04, 06 and 08 be included...!!!
They aren't too big and they surely give great action!
My suggestion: put up a vote here on the forum!
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Postby Workaphobia » Sat Mar 25, 2006 9:07 pm

Map 08 isn't included? Ouch. I love that one - it's a lot of fun if your opponent doesn't quite grasp laser jumping. Also, I find that very few people go for the second Megahealth.
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Postby tChr » Sat Mar 25, 2006 11:58 pm

And I move to remove 01. For my argumets, ask for the demo me against Green :)
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby Willis » Sun Mar 26, 2006 10:41 am

01 is brutal, but the size is very good for 1on1.
I feel 06 and 08 should definately be in there.

04 maybe, but it needs spawn points reworked a bit I think.

As I recall, part of the original deciding of maps was based on powerups, but we now have the g_powerup_strength 0 option, so I think these maps could/should be reconsidered

some might argue 16 as well... I could go either way on that one ;)
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Postby k0jak » Mon Mar 27, 2006 4:04 am

tChr wrote:And I move to remove 01. For my argumets, ask for the demo me against Green :)


it should be, i can dominate on that map against less skilled opponents.

it's stupid for 1on1, all you have to do is know where people spawn and you hit them from anywhere on the map just about, with the correct weopen, without moving
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Postby esteel » Mon Mar 27, 2006 1:13 pm

Well 06 and 08 are bad because of item placement. Both maps have all the goddies too close together. In 06 The nex, rocketlauncher, electro, (machinegun) and megahealth stand vs the crylink and an armor. In 08 its mortar, electro, 2 megahealth and an armor vs crylink, rocket and an armor. And with good timing you might even stop your opponent from taking those. With some reworked item possitions those might be great 1on1 maps however.

The problem with 04 is oversimplified: "take nex and armor, hit your opponent and grap some health to stay alive. Unless he has a bad spawn with his shotgun into your face its hard to die then. Maybe placing the nexgun at the very top of the map, putting the megahealth down in the pit or at the old nex-spot might work for 1on1.
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