LOL - just in case you had any worries

Oct 6, 2008
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For those of you who may have had a concern about the 40 min time on my canyon map - we played it for the 1st time with 20 people :)

Lots of great battles everywhere with massive mayhem and red held the last cap point for - if you can believe it 35 mins - they were finished off with a soldier rush just as red was going to win the round.

I was concerned with the time factors and the map but it seemed to pay off the way I had it - however I set the times not to exceed time factor x when a cap point was captured but they not doing that and are geting the high time factor - not that the map is completed can servers controll this?
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Which map is this?

One thing without even seeing it: a 35 minute defense would lead me to think one of two things:
1. Teams were unbalanced.
2. The map isn't balanced for offense vs defense.

Given even teams, a balanced map should never be defensible for 35 minutes.

More than that, though, is the fact that you're forcing your players to play defense for 35 minutes. That gets really boring and repetitive. You'd be better off cutting that down to 15-20 minutes max and then actually trying to fix the map balance issues. We often joke on Dustbowl or other maps when we hold off a strong offensive push that "we only need to do that for 15 more minutes". It always get a couple of laughs. If we were to see a 35 minute timer I'm sorry to say we'd switch the map immediately, no matter how good it was.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
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35 minutes is indeed overkill. in dustbowl you rarely see a 30 minute round (and if you do then its because the first 2 rounds were both finished in less than 5 minutes). And these battles usualy are quite boring unless the offense constantly gets borderline.

People quickly like a map but thats because they dont want to turn a mapper down. I know that people liked my css maps also but some of them are realy bad (even i say that). People still down turn them down unless there is a major problem.

Btw, a balanced map can still have a 35 minute defence but only in maps with stages where the time is collected from earlier rounds. many times it just means a team didnt pay attention the first 2 rounds.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Btw, a balanced map can still have a 35 minute defence but only in maps with stages where the time is collected from earlier rounds. many times it just means a team didnt pay attention the first 2 rounds.

In these it's still best to cap the time at a certain point. I thought Dustbowl was capped at 20 minutes. I think for almost any map 20 minutes would be the most someone would want to play a single stage as defense, or offense.

Another way to look at this... if you're getting steamrolled, how long would you want that to last? I can put up with not being able to get anywhere on a map for about 10 minutes, but after 15 minutes it gets really old.
 
Oct 6, 2008
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Map name pl-bugscanyon map time at start is 35-40 mins - map takes at least 5 mins minimum with no resistence to get to other the end of it - since everyone was a complete noob to the map - the blue team was able to push fairly quickly increasing the overall time but their were some parts that became huge chokes for red and big battles ensued - I feel bad playing the map the first time because I went on blue and should have gone into spectate - I have some great tv angles set up - Since I knew the map I was able ro run around the obstickles and push the cart further ahead and get the cart moving again.

My pit of death claimed the lives of at least 50 the 1st time out :) and made me very happy, unlike the victims, and the bodies in the river got a lot of reponses too :) spoilier alert - If you a demo jump on a body sticky the wall and explode jump out for quick escape or you can also enjoy a water battle where everyone fights for the only elevator out of it.

This map once the red team figures our better defensive strategies should bring down the time a lot - as expected both teams were forced to attack and defend at the same time.

Hope you all like it and if you do multiplayer mode can you put in your highlights to show good points/ bad points of the game play? Thanks

I think one of the reasons the map also wnet lon if that no one was flanking red - it was all the normal direct attack as all other maps - once people get that you'll have to flank red at the same time - the time should never go that long - blue could have taken out red's defenses easier if they flanked.

Everyone was a noob on it except me and funny enough no one talked a lot to co-ordinate team movements. I told people last night they go go up and over and should flank them but everyone said great looking map now CHARGE!!!!!!!! followed by oops I hate that pit - LOL
 
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Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
M
My pit of death claimed the lives of at least 50 the 1st time out :) and made me very happy, unlike the victims

CHARGE!!!!!!!! followed by oops I hate that pit - LOL

Is your map is killing more people than then enemy team, and people are getting frustrated because of it, why are you happy?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
KTB, in future, to avoid confusion, please keep all discussion of your wip maps to their actual wip thread rather than starting a new one. If you have a good reason to start a new thread name it sensibly and explain everything in the first post because not everyone knows who made which map and stuff like that.

Thanks ;)
 
Oct 6, 2008
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Ok quick question though - re the posting - to clarify for myself and for other noobs like me,

Lets say I start working on map x - I put it into WIP section to let everyone know - so we can comment on them to imporve maps as they're bing made :) - then I or someone else runs into a specific problem - should I keep all the posts together in one spot the WIP or should we make separate discussions in the discussion area? I put in a lot of questions recently about issues that I was having on my map over there but they are all towards me finishing off the one map.

Suggestions?

Oh and I'm happy people fell into the pit of death - cause I'm a sicko!!! Ok, not really, but I did find it extremelt funny that although I've given people 3 different routes to the same spot, my entire team - all 19 of them kept insisting on running straight into it over and over again - even though I told tehm repeatedly, "you know there are other ways of doing it." LOL
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Ok quick question though - re the posting - to clarify for myself and for other noobs like me,

Lets say I start working on map x - I put it into WIP section to let everyone know - so we can comment on them to imporve maps as they're bing made :) - then I or someone else runs into a specific problem - should I keep all the posts together in one spot the WIP or should we make separate discussions in the discussion area? I put in a lot of questions recently about issues that I was having on my map over there but they are all towards me finishing off the one map.
Suggestions?

Keep all discussion to do with said map in one thread unless you have a good reason to separate it, it makes everything easier for you and other people finding out about your map since they only have one thread to search though. I recently made a new thread about zilesize issues with pl_hoodoo, the zilesize was mentioned a few times in the main WIP thread but the new thread is more generally about filesize than just hoodoo so it needed a new thread, everything else to do with hoodoo though, has gone in the original WIP thread, nice and easy to find.
If you have a general question on how to do xxx in hammer or something like that then by all means make a new thread in the mapping dicussion subforum.