- Jan 6, 2008
- 249
- 12
Hi guys, long time no post. I see that the letter to valve went through and yall got a reply. That's great! Anyways theres something thats been gnawing at me for a while, and I was wondering what yall think.
It seems that vanilla servers (servers with no modifications) are a rare commodity these days. Instant respawn seems to be a desired playstyle for a large portion of the TF2 community. 32man-instant respawn-2fort servers are especially popular.
Now I'd rather not hear what yall think about this, I personally dislike it, but what I am wondering is whether there is any way we could use this to our advantage. Essentially is there any way to make a GOOD 32man, instant respawn map that the community will appreciate? If so what would be the qualities of such a map?
While valve may continue to try and make maps for the 24 man vanilla servers, the tf2 mapping community might want to explore the player base's preferred play style a bit.
I would be interested to know if anyone is working on maps for that crowd, or if theres any maps out there that ya'll think have been designed with that in mind? I shy away from that kind of play style, so I am not sure what people find compelling about it. If anyone here does enjoy that style, I'd be interested to hear what the motivation is.
My guess is thusly:
1) Don't have to run far
2) Lots of frags
3) No wait to get back to the action
4) More interested in killing rather than objectives
Again I'd rather not hear how such players are generally the lowest of the low (although I lean towards that interpretation.)
Clearly the map does not need to be large, 2fort is anything but. Also if #4 is correct, one does not necessarily have to focus on objectives. Or to put it a different way, could one make it so that the objective is mainly to kill?
I recall a discussion about this way back when, talkin about how you could count how many people have died on each team. Sadly I can't remember the details about how it would be accomplished, but essentially you would have a trigger throughout the map that would go off every time a person from a particular team died. I have not seen a map like that yet, so perhaps it was not possible after all.
My idea for such a map would be 3 spawn rooms per team, the first being relatively close to eachother. Once 50 people have died for that team then the fowardmost spawn room is closed off. This could be used in conjunction with a CTF or CP map, since the closing of the enemy's spawn room would help the other team advance.
The downfall of the CTF system, as I see it in 2fort, is that your team spawns (instantly on the target servers) between the enemy flag carrier and his way out, making it extremely difficult to pull off (assuming the defenders are bothering to defend the flag.) Perhaps if the spawn rooms were located "behind" the flag room, so that defenders would have to chase after flag runners, instead of blocking their escape from the spawn.
Well this has been a longer post than I intended. Perhaps I will shorten later, but if anyone reads it all let me know what yall think.
It seems that vanilla servers (servers with no modifications) are a rare commodity these days. Instant respawn seems to be a desired playstyle for a large portion of the TF2 community. 32man-instant respawn-2fort servers are especially popular.
Now I'd rather not hear what yall think about this, I personally dislike it, but what I am wondering is whether there is any way we could use this to our advantage. Essentially is there any way to make a GOOD 32man, instant respawn map that the community will appreciate? If so what would be the qualities of such a map?
While valve may continue to try and make maps for the 24 man vanilla servers, the tf2 mapping community might want to explore the player base's preferred play style a bit.
I would be interested to know if anyone is working on maps for that crowd, or if theres any maps out there that ya'll think have been designed with that in mind? I shy away from that kind of play style, so I am not sure what people find compelling about it. If anyone here does enjoy that style, I'd be interested to hear what the motivation is.
My guess is thusly:
1) Don't have to run far
2) Lots of frags
3) No wait to get back to the action
4) More interested in killing rather than objectives
Again I'd rather not hear how such players are generally the lowest of the low (although I lean towards that interpretation.)
Clearly the map does not need to be large, 2fort is anything but. Also if #4 is correct, one does not necessarily have to focus on objectives. Or to put it a different way, could one make it so that the objective is mainly to kill?
I recall a discussion about this way back when, talkin about how you could count how many people have died on each team. Sadly I can't remember the details about how it would be accomplished, but essentially you would have a trigger throughout the map that would go off every time a person from a particular team died. I have not seen a map like that yet, so perhaps it was not possible after all.
My idea for such a map would be 3 spawn rooms per team, the first being relatively close to eachother. Once 50 people have died for that team then the fowardmost spawn room is closed off. This could be used in conjunction with a CTF or CP map, since the closing of the enemy's spawn room would help the other team advance.
The downfall of the CTF system, as I see it in 2fort, is that your team spawns (instantly on the target servers) between the enemy flag carrier and his way out, making it extremely difficult to pull off (assuming the defenders are bothering to defend the flag.) Perhaps if the spawn rooms were located "behind" the flag room, so that defenders would have to chase after flag runners, instead of blocking their escape from the spawn.
Well this has been a longer post than I intended. Perhaps I will shorten later, but if anyone reads it all let me know what yall think.