New Map Pugs - Friday 26 April 2013

hooky

L2: Junior Member
Aug 1, 2012
68
27
newmappugs2.png

(not sponsored by tf2maps.net)
Group Page: http://steamcommunity.com/groups/tf2newmaps
Admin: hooky

Date: 26 April 2013 / April 26, 2013

Event will begin at:
Eastern: 8:00 PM
Central: 7:00 PM
Mountain: 6:00 PM
Pacific: 5:00 PM

Time for others.

Maps
cp_construct_a3
cp_ashpipe_a2
koth_sohvi_a5_fix
koth_torque_a2

[Download: https://dl.dropboxusercontent.com/u/31103105/newmappugs/4-26-13.zip

Submissions!
For the first time, I will be accepting submissions. The following criteria must be met in order for maps to be tested (generally following the Gameday rules):​
  • Maps must be working. A broken map just wastes everyone's time.
  • Maps must have a version suffix, as otherwise we won't know what version of the map is the current one. In addition, make sure the map name is all lowercase.
  • Maps must be made for standard play. This means no mods, medieval, arena, and such. Alternate game modes (such as push 3CP) are accepted.
  • 5CP, A/D, and KotH maps will be given the highest priority. CTF will be given priority over Payload, TC, and SD (aside for variations of these).
  • Maps do not have to be in development. However, more feedback will likely be given to maps in development.
  • No point_servercommands.
  • You must have a map download in your submission, if you do not, then your submission will be ignored. In addition, posting a thread would be helpful in getting feedback to you.
  • If any of these rules are not followed, then your submission will be ignored.


To submit, please put your map name and version, download, and thread in your post.

BZ2 compression is recommended.

Testing Options
  • Specific timeslot.

The standard unofficial ESEA configs will be used.

STV demo and team communications/map feedback can be requested any time, depending on if I remember to record.

If you would like to watch/participate, you will need Mumble. Here is a guide on setting it up: http://steamcommunity.com/sharedfiles/filedetails/?id=118564493#-1

If this is too much like the gamedays let me know​
 
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hooky

L2: Junior Member
Aug 1, 2012
68
27
Also, a response to this: http://forums.tf2maps.net/showpost.php?p=284559&postcount=2

First of all, you only got part of the point of these pugs. The other part is to look for bugs. Although you do have a point; lately I've been trying to get people to actually scrim it so we can move on (also good pugs != good scrims/matches).

The last couple weeks, there has been no testing of Edifice.

As for that drunken pug, I believe you saw this: http://teamfortress.tv/forum/thread/5542-cp-edifice/2#post-90664
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
I apologize, pugs did not happen. Not enough people showed up.

Honestly, I don't know if I'll ever run any more new map pugs ever.
 

phi

aa
Nov 6, 2011
832
1,815
I still have no idea whatsoever how edifice managed to get as far as it did in such a demanding and unwilling to test environment. Maybe I was lucky.
I hope for the sake of other mappers that this somehow gets back up on its feet (because honestly not enough people are supporting custom maps).
For all the flak UGC gets, though, I commend its actual willingness to include custom maps in its seasons a little more openly than other leagues. If it weren't for their use of these maps I don't think there would be much custom map use at all in any leagues. It's frightening.
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
and the latest esea map vote is soul crushing isn't it?

I feel ya bro. that's just how low the interest for custom maps is atm

That was because no one knows of any good maps, which does indicate another problem: no one scrims new maps. I would have voted for no change if I could. Edifice has not been tested in scrims; it has not been tested properly (pugs are only useful for preliminary testing).

It's been a nice run though.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Just now someone complained at me again how CTF could totally work in comp if only there were good maps, "something like neutral intel you bring into the enemy base like in <x other game>"

Then I told him good maps like that like ctf_converge were released 2 years ago and nobody plays or knows them

Some days ago he also said it's nice to see new ideas tried out like pl_waste even though it didn't work out

Haha new

Also a bunch of comp players started their own "map-making project" because they have 0 respect for mappers (much like most of the general community) and clearly thought it was extremely easy and mappers just retarded

Their thread died after 1 page

Some anecdotes I had to get off my chest

I nominate 5cp for the next mapping competition here. See if that sparks anything.

The amount of maps isn't the issue. The competitive community just doesn't give a shit about custom maps. (Unless it's made by one guy they then personally know who once made a map league admins forced them to play.)

I still have no idea whatsoever how edifice managed to get as far as it did in such a demanding and unwilling to test environment. Maybe I was lucky.

Because it's 90% Gravelpit and the first few times they played it they did it with reasonable players instead of assholes who never take custom map tests seriously and just fuck around on them who then go on to constantly repeat how shit the map is and how it "doesn't even have textures"

Yes I'm mad
 
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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
Just now someone complained at me again how CTF could totally work in comp if only there were good maps

little did he know, comp ctf is the biggest joke of all tf2m.

tug-of-war pl could totally work tho. I know exactly how to adress every reasons why pl doesn't work in comp.
I just don't have the time to make it happen. and even if I made a good comp pl, it probably wouldn't get any playtime anyways so there you go...
 
Mar 23, 2010
1,872
1,696
everyone will just say make a cp version if you make a tug of war pl

comp ctf might work as turbine was played quite a bit in competitive leagues all over the place.
 

wareya

L420: High Member
Jun 17, 2012
493
191
I have always been under the impression that the main reason CTF doesn't work well in comp TF2 is that the game flow is symmetric but absolutely nothing like push CP. Instead of having chokes, flanks, and pushes with a bunch of spam and deathmatching going on: you have flag chasing and utter area denial. I mean, denial and chasing do occur in CP, but they're nowhere near constant as in CTF.

If Quake and Tribes can make traditional CTF work, why can't TF2? There are a lot of problems, and only so many of them can be solved by having a perfect map and only so many of them can be solved by restricting the way the game is played even more. I still think 4v4 with classlimits of 1 and engineer banned was pretty fun when I pugged it with Loops.

On the other note, I'm sure that there are plenty of comp players who are interested in custom maps. There are always people who shit on everything that's not their one thing, though, and competitive TF2 at a serious level does require a lot of time and stress dedication; expecting people who just want to mess around to take a PUG seriously isn't a very good idea. You have to pick up players who haven't been practicing recently or play at a relatively low level to get very good results. It's a generalization, but when you have to hit the chance with all twelve players that they're all constructive to the PUG then it's relevant. EDIT: This doesn't even only apply to custom maps, it has to do with TF2 pugs in general. There's always a good chance it's gonna be full of people who aren't going to take anything ingame seriously just because of the incidental nature of the competitive community.
 
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