Unreal Face Map

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
It's been tried many, many times before, and it doesn't turn out too well because of how TF2 plays (much slower than Quake), meaning that snipers will dominate the map considerably.

10 seconds on Google will bring you up multiple remakes of it, if you want to play on it.
 

Mr. Man

L1: Registered
Mar 23, 2011
14
2
It's been tried many, many times before, and it doesn't turn out too well because of how TF2 plays (much slower than Quake), meaning that snipers will dominate the map considerably.

10 seconds on Google will bring you up multiple remakes of it, if you want to play on it.

You can always use class restrictions to stop people from spawning as snipers.
 

Mr. Man

L1: Registered
Mar 23, 2011
14
2
If your map needs to restrict players from playing a class, it's not a very good map.

Many game modes/maps/servers run class limits to make the map more suitable for a specific type of gameplay. That doesn't mean the map's poorly-designed. :O

PS: It's equivalent to class-spamming for a vanilla Valve map. Are they poorly-designed too?
 
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phi

aa
Nov 6, 2011
832
1,815
Many game modes/maps/servers run class limits to make the map more suitable for a specific type of gameplay. That doesn't mean the map's poorly-designed. :O

PS: It's equivalent to class-spamming for a vanilla Valve map. Are they poorly-designed too?

No, It isn't equivalent. What Micnax and Element are saying is that completely restricting a specific class to make a map balanced is the problem. What you want from any map is balance with all 9 classes so that it can be played properly without the use of class restrictions.
Limits are different because they don't completely restrict any class, only prevent class spamming; which is in itself an inherent issue with any map when a game contains turtling classes like the engineer.
If a map is so open that you have to completely ban snipers, well, there are quite a lot of other issues as well. Think about things such as the wrangler, soldiers, scouts. Such a big map would not be just unbalanced with snipers, it would just be unbalanced period.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
If people class-spam, they're going to get rolled as soon as the other team switches to classes that can consistently counter them. There's a reason you almost never see people doing that anymore.
 

Mr. Man

L1: Registered
Mar 23, 2011
14
2
No, It isn't equivalent. What Micnax and Element are saying is that completely restricting a specific class to make a map balanced is the problem. What you want from any map is balance with all 9 classes so that it can be played properly without the use of class restrictions.
Limits are different because they don't completely restrict any class, only prevent class spamming; which is in itself an inherent issue with any map when a game contains turtling classes like the engineer.
If a map is so open that you have to completely ban snipers, well, there are quite a lot of other issues as well. Think about things such as the wrangler, soldiers, scouts. Such a big map would not be just unbalanced with snipers, it would just be unbalanced period.

That depends solely on the objective of the map maker and the server gametype he's designing the map for. There are too many variables to account for to determine whether a map is truly balanced unless you limit them to being 1. in a vanilla condition in a public server and 2. for normal gameplay. In this instance, the suggested map would be extremely skewed towards sniping.

But we are getting off-topic. That Gamebanana map looks pretty nice, actually.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
There's a reason you almost never see people doing that anymore.

You obviously have NEVER played in a brazilian pub.
I think class rush in a main tactic in those servers.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
You obviously have NEVER played in a brazilian pub.

Yeah, well, I suppose the stereotype about Brazilian gamers doesn't exist without a reason HUEHUEHUEHUEHUE.

The point still remains: one or two players of a certain class being able to completely own the entire enemy team is a sign of bad map design, while an entire team of them being able to own the enemy team is a sign of bad players.
 

sitebender

L3: Member
Aug 15, 2012
102
33
I'm surprised it got this much of a conversation started.

I'm playing the 2011 version of the map right now with bots.

Now that I'm actually playing the 2011 map it works around the flaws that a sniper should dominate. The sightlines go on forever, but there are 3 major places snipers can shoot at: the tower, the left of spawn and the right of spawn. Its good that snipers need to go all the way around the tower to enter it and climb it. The bridges are nice and wide for good firefights. The bridges are stairway arches so its not just easy kill sightlines. This could even be a good KOTH.
 
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