Stupid SPUF posts

Nov 14, 2009
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I was browsing through the Steam forums, and came across this incredibly stupid post just now. Can you find one thats even stupider? The only one that I can think of off the top of my head is the guy who accused someone of pirating blender...


We need a symmetrical TC map. That would fix a LOT of balance and Navagation problems.
 

Dr. Spud

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Mar 23, 2009
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You actually could make a symmetrical TC map, but the four areas around the main CPs would all be the same. Then you'd have 6 middle areas that could be different but would have to plug into the same bases.
 
Nov 14, 2009
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Im pretty sure that the guy meant
Zone1blu attacking zone1red
or
Zone 2 blu attacking Zone 2 Red
 

YM

LVL100 YM
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Dec 5, 2007
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Yeah it is pretty clear he does not understand how TC works.

It is possible though to have a symmetrical set-up, it just limits the re-use of props

...R
../..\
R1 R2
.|....|
B1 B2
..\../
...B

Here B1 is identical to R1, and B2/R2 are symmetrical. B and R are the home bases and also identical. This situation allows R1 to attack B1 only and R2 to attack B2 only. Vastly reducing the number of possible rounds.


However, this poses a massive flaw of once a team owns both of a specific number they can't be recaptured as neither B/R2 can attack either of B/R1.
So if blue won one round then red won one round you'd have no further rounds possible to play.

Thus making symmetrical TC with anything more than one "middle" impossible. It's either got to be like faultline or asymmetrical.
 

Dr. Spud

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Mar 23, 2009
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Thus making symmetrical TC with anything more than one "middle" impossible. It's either got to be like faultline or asymmetrical.

Noooooo.

If the four bases are identical, then all four side stages and the 2 middle stages will be symmetrical.

(unless by "middle" you mean the four central CPs).
 

YM

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Dec 5, 2007
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well they could have two degrees of symmetry, then you could have the current 4 middle set up of tc. but that would be so lame I'd actually murder someone. each of the 4 possible battles would be exactly the same D:
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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To be honest, he's right about navigation problems. Hydro is poluted with massive flashing signs and people still walk the wrong way.

Nobody plays hydro because it's impossible to "learn". The concept for TC was that it forced players into battles where they couldn't just "rinse and repeat" the same old tactics like say if they were to join a 2fort 24/7 server, where players would join the game and immediately know what class they want to be, what tactics to use and where.

Players spend half the round just figuring out where the enemy control point is, let alone fighting through enemies to eventually capture it.

TC just doesn't fit the same play style as any other TF2 mode; one of the things that makes TF2 so comfortable to play is its simplicity and TC throws that down the toilet, so it's unsurprising then that the majority of TF2 players dislike it.

TC isn't so much a broken mode, it just doesn't compliment the average TF2 player's attitude to gaming. Which is usually playing the same map over and over (Why 24/7 servers are way more popular than others). Valve even acknowledged this trend (hydro commentary) in gamers across the whole industry (so i guess it's ironic then that their response to this specific fact was something of a complete and utter failure).

edit: TC could be worked into a form that allowed players to better comprehend their roles, with more consistant pathing; but then you're defeating the purpose of TC. It'll just be like several push maps rolled into one map and split into rounds. Which is just annoying for players because it breaks flow, not to mention a waste of effort for something that could otherwise be 2 or 3 unique maps.
 
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Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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I enjoy a single round of Hydro much more than...pretty much any other map (other than Well and TF2M testing :p).

I think that's because I never know what areas will be fighting in Hydro, even though it's usually generator room vs. radar dish, which bores me to hell D: The less common ones, like the final caps, are much more enjoyable than pretty much anything else. Seven Havvies defending BLU's last ftw :D
 
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grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Yea, Hydro suffers from class stacking pretty badly, but i think that's because of the limited routes between each control point.

Hydro isn't bad, it just isn't for everybody.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
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I think the point is that if you did make a symmetrical tc map, since you couldn't give team-specific themes to each base every stage would be exactly the same.
 

Waif

L7: Fancy Member
Mar 22, 2009
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Surely it would cause each diagonal/ straight round to be the same and such. Thereby techincally halfing the actual different play areas.
Or am I mislead?
 

YM

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Dec 5, 2007
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Surely it would cause each diagonal/ straight round to be the same and such. Thereby techincally halfing the actual different play areas.
Or am I mislead?

halfing... way more drastic than that. it would take 6 unique middle rounds to 2.
 

Dr. Spud

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Mar 23, 2009
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Well the 6 middle rounds could still be unique, they'd just have to "plug in" to the same bases. So really they'd only be half-unique.

We're really just splitting hairs here though, it's a bad idea nomatter how you go about it.
 

YM

LVL100 YM
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Dec 5, 2007
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You're derailing more than the discussion about hydro... OP's guy mentions hydro, so we discuss it.

You come along and talk about derailing

...

Who is further from the original topic?


Think about it.

Then, shut up about it and get on with your life. OT is OT until it turns into stupid spam, it's fine.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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You guys suck about being on topic as well as SPUF users. This thread is about people stupidity, not TC.

Korushi said:
We need a symmetrical TC map. That would fix a LOT of balance and Navagation problems.

wut...

The OP's point was boring anyway.

This topic is still relavent and way more interesting to discuss.
 
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