Map Suggestions for TeleCTF

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Map Suggestions for TeleCTF

Postby Shotman » Sun Sep 21, 2014 3:48 pm

I don't if this is in the right section but I want to suggest a couple maps.

CTF-VaultCity
CTF-GoliathCaves (probably add dukupads for the people that don't know how to piston)
CTF-Orbital
CTF-McSwartzly][
CTF-November
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Re: Map Suggestions for TeleCTF

Postby PACO » Mon Sep 22, 2014 3:42 pm

Looking at a bunch of maps right now Shotman. Also looking at tweaking the gametype rules. I think November might have a chance but the problem with a lot of those maps is the FC still needs to cap. Grabbing isn't a problem but evading dudes with translocators and instagib rifles for 20secs is pretty difficult unless there is a lot of teamplay involved. Unfortunately, we don't see enough teamplay these days.

Swiftshade made a map called Adonis and I added it to the list of maps to try for teleCTF. I think it looks pretty cool and has potential. After a few tweaks, I could also see it working very nicely in regular iCTF.
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Re: Map Suggestions for TeleCTF

Postby InfamousRaider » Tue Sep 23, 2014 7:20 am

Are people pugging telegib?

Also, this is why I think you need to have the impact hammer on for telegib.
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Re: Map Suggestions for TeleCTF

Postby WeeDMaN » Tue Sep 23, 2014 9:15 am

Peoples been playing teleCTF lately were few pugs during PugAthon but I do also think there's a Impact Hammer.
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Re: Map Suggestions for TeleCTF

Postby Darkside » Tue Sep 23, 2014 10:57 am

there's definitely a hammer.

the mod is great. people need to try it.
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Re: Map Suggestions for TeleCTF

Postby bear » Tue Sep 23, 2014 12:09 pm

yes
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Re: Map Suggestions for TeleCTF

Postby Shotman » Tue Sep 23, 2014 3:01 pm

I would suggest just make it ShockTeleCTF. IG just seems out of place with Tele and Piston and especially if there is health, vials, armor ect. It could be a compromise between weaponsCTF and ICTF.
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Re: Map Suggestions for TeleCTF

Postby PACO » Tue Sep 23, 2014 6:04 pm

I'm thinking the IG rifle should do 150 damage. Instant in most instances but people who rack up pups/vials can handle some extra hits. Players will need to gamble on when they can afford to use the piston etc.
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Re: Map Suggestions for TeleCTF

Postby Darkside » Tue Sep 23, 2014 6:37 pm

I APPROVE. PLS UPDATE xD

Should there be a belt on every telectf map?? boots??
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Re: Map Suggestions for TeleCTF

Postby Shotman » Tue Sep 23, 2014 6:54 pm

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Re: Map Suggestions for TeleCTF

Postby n0mer » Tue Sep 23, 2014 7:08 pm

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Re: Map Suggestions for TeleCTF

Postby Darkside » Wed Sep 24, 2014 11:14 am

game plays fine without amp - not easy to cap as it is... i'm skeptical about amps.
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Re: Map Suggestions for TeleCTF

Postby PACO » Wed Sep 24, 2014 1:50 pm

Also thinking we should borrow the idea of HP takes one back up to 100. This would encourage more piston play. All of the maps would need to be re-worked and planned out. I'm hoping to enlist khxmz.
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Re: Map Suggestions for TeleCTF

Postby n0mer » Wed Sep 24, 2014 1:55 pm

Or put only one amp in the midle of the map with duration of 5 minutes and a 6 minutes to respawn.. i think it will be fun fighting for the amp to get some advantage, we can put the amp in the air so you need to use translocator to get it or a combination of piston and translocator.
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Re: Map Suggestions for TeleCTF

Postby kud » Sun Sep 28, 2014 2:10 pm

bollwerk?
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Re: Map Suggestions for TeleCTF

Postby kevinsan1ty » Mon Sep 29, 2014 10:52 am

aka biz<NeO>/bizmonkey

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Re: Map Suggestions for TeleCTF

Postby kud » Mon Sep 29, 2014 12:09 pm

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Re: Map Suggestions for TeleCTF

Postby m3ss » Mon Sep 29, 2014 12:30 pm

No love for Terra? How about Lavagiant? Let's get crazy! With a "newish" gamemode like this one, we shouldn't be afraid to try out maps even if your gut says it won't work. You never know how a map might play.
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Re: Map Suggestions for TeleCTF

Postby RickJames » Mon Sep 29, 2014 12:53 pm

The mod has been getting played with different maps being tested, I've pugged it once.

The trans makes it easier to get from base to base because you can move faster, but it's easier to hit translocating players than normal moving players, because they're floating through the air in-between throws and are easy to predict. You're also a very easy target when pistoning, again because of the predictable arc. For these reasons, huge nw maps don't tend to work. P4ce was very,very slow and maps like terra and lavagiant would be unplayable.

It works great on maps that are already fairly playable in insta, but benefit from having the offensive pace kicked up a bit. Examples are grendelkeep and diamondsword.

Wouldn't mind testing some of the maps mentioned here though- november, possibly bollwerk, etc. Making changes to the mod itself, too, like PACO suggested is probably good as well.
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Re: Map Suggestions for TeleCTF

Postby Darkside » Mon Sep 29, 2014 1:07 pm

boll does have some good potential

has orbital been attempted yet?
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Re: Map Suggestions for TeleCTF

Postby n0mer » Mon Sep 29, 2014 1:42 pm

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Re: Map Suggestions for TeleCTF

Postby Darkside » Mon Sep 29, 2014 2:38 pm

dmg tweaks are "in the works"
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Re: Map Suggestions for TeleCTF

Postby Shotman » Tue Sep 30, 2014 7:33 pm

I am still sticking that we should change it from insta to shock. Then maybe have a no trans zone (like in weapons JB) around powerups (amp, belt or something) where you need to use piston and teamwork to achieve the powerup. Just a thought.
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Re: Map Suggestions for TeleCTF

Postby PACO » Tue Sep 30, 2014 8:26 pm

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Re: Map Suggestions for TeleCTF

Postby Einfari » Tue Sep 30, 2014 8:41 pm

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Re: Map Suggestions for TeleCTF

Postby Shotman » Tue Sep 30, 2014 8:53 pm

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Re: Map Suggestions for TeleCTF

Postby rev » Wed Oct 01, 2014 3:06 am

I dont understand the rationale behind nerfing the ig rifle to 150. The pups were designed to work in conjunction with the damage amounts from normal weapons. ie. 60 from shock rifle etc. I really think that if you just made the mod have a primary shock fire or sniper rifle it would flow much more smoothly. This mod has a lot of potential imo, just needs the schematics figured out. I could be wrong, but we should try it both ways.
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Re: Map Suggestions for TeleCTF

Postby Darkside » Wed Oct 01, 2014 11:08 am

it's just enabling players that stack armor/etc to survive more than one hit, while keeping the majority of frags one hit.
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Re: Map Suggestions for TeleCTF

Postby PACO » Thu Oct 02, 2014 6:01 am

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Re: Map Suggestions for TeleCTF

Postby finalzje » Thu Oct 02, 2014 6:38 am

Sniper rifle, sounds amazing!!
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