SD: redo ET maps as TE?


(Soobah) #1

Now that the community has had a good long play with the ET maps it’s clear that whilst they are fine for pub play, they have some shortcomings with competition play, particularly SW mode.

Is there any chance SD will release all the .MAP files such that they can be rebuilt with competition play in mind, aka Tournament Editions?


(NoSoup4U) #2

Is there any chance that TE want to adapt to the new gametype/gameflow ET has to offer ?


(Soobah) #3

TE = tournament edition

The idea that maps are tweaked for competitive play. This has happened with wolf maps and Q3 maps in the past. It’s recognizing that maps suitable for public play aren’t always best for competitive match play.

ATM, we have the dilemma that the SD maps are of a size that suits 8v8 play, plus having extra classes and loadouts means you want to play those too. But currently maps take a very long time to complete in competitive play and more often than not result in a tie - playing for 3 hours for a tie is not most peoples idea of fun.

Small tweaks could make competition play much more enjoyable, eg. changing Fuel Dump so that allies spawn in the garage so that they aren’t so hampered by the very long trip back to the objective. This is true on maps like Goldrush and Oasis too.

Sure, you can play 6v6 and that’d make the games quicker. But then you are so much more limited in your choice of classes. Whilst that might be more ‘tactical’, it starts to feel a bit too much like wolf, and besides with so many players wanting to play and server resources limited it means a lot more people sitting out.

Possibly some of the map spawn issues can be solved by having the gibs the same as wolf so that medics are truly useful again. But that doesn’t help maps like Battery much - covops should not be able to destroy the ramp.

SD’s idea of moving objectives is great, but atm for 8v8 comp play, it’s not working very well on the maps as they currently are. They are basically great maps, thats why I’m keen that they get tweaked for competition play.


(NoSoup4U) #4

I misunderstood your first post : I see it now.

For myself, im quite happy how the maps play , both on pubbies, or clanwars.
What especially would you like to see changed in the moving-objectives-maps ? As , imho, i think they are quite a blast to play (in wars).


(HellToupee) #5

battery needs tweaking so that the ramp cannot be destroyed by a spy and it moves spawn automatically everything wrong with abttery is against the allies now that people know how to play the only way its won is ppl going thruthr back door.


(jah) #6

8vs8??

u’r nuts… both ID and activision recommend 6vs6 playing… 8vs8 would 'cause a lot of ties true… but 6vs6 won’t…

all the wars i played so far have gone nice.


(Oh yeah?) #7

Got a link on that Jah? Or are you just making stuff up? I follow this closely and have yet to see an official opinion on this. Probably because there is not an official opinion, I bet.


(sock) #8

There are currently no plans at the moment to release all of the ET source maps so that they can be converted to Tournament Edition.

Sock
F33l the :moo:


(Soobah) #9

jah: if I’m gonna be playing 6v6 I think I’ll just stick to wolf. It’s kinda sad having 12 class+loadout combos but only using at best half of them, and more likely only 3-4 of them if you play 6v6. IMHO it also reduces the teamwork required and strong teams become even more dominant. If you see ET as just a mod for wolf then thats cool, 6v6 will be fine. But I think it’s a very different game - the fact that it has ‘fireteams’ is an indication that bigger than 6v6 was planned by SD.

NoSoup: As for map changes required, where do I start? I’ll give you just a few:

Battery - as HT said, it’s so incredibly hard to build the ramp that it should not be able to be destroyed by covops only dyno. Assuming no fool goes onto the beach, that map is a certain tie. Also, it should not be required that you change your spawn point manually as allies once flag is captured.

Fuel Dump - the allies spawn in excess of 35 secs away from the fuel dump objective, the axis are about 5 secs. There is a massive amount of running for the allies on this huge map - they should spawn in the garage making for more action and less running.

Goldrush - once tank barrier #1 has been passed, allies should be spawning at truck barrier #1.

There’s more, but that gives you an idea of what we’re thinking. You can also see these are relatively simple mods to the maps. So don’t get us wrong, fundamentally the maps are great, but in comp mode a decent defending team will be unbeatable on most of the maps.

note: if players weren’t gibbed with 3 shots and so medics could play a more useful role reviving, then the spawn issues wouldn’t be as severe. But even so, the extreme amount of running makes for very long and tiring games.