New ideas for e+

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METEORKID
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Re: New ideas for e+
*ZMB*INSANEKID* wrote:

an unbalanced map is unbalanced,

coz it includes (camp)points, that cause an unfair situation:

1 player/team will be leading very quickly,

but the opponent/s have less chances to change that.-

this is different in balanced maps:

if both players/teams are in the same mirrored section,

their chances are equal (often cause of same camped items)!-

Just think about ctf-maps!!!

Most unbalanced maps are based on the principle of

1 hunter and 1 haunted ...

they even rein-/force this unfair situation

by placin powerful items at campPoints!

PS: dm17 is totally balanced, but i dont like it nevertheless.

How about the teamed spawn areas switch every round, the map will have no blue/red area but more like an assault. the config should be able to change with each map mainly the rules not the physics or weapons. so unbalance ctf map is assault, balanced is normal ctf

For normal ctf i do agree that maps should be balanced (thats why i dont play ctf very much Tongue )


=ANU815=
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National Clans ! Patriotism is a key ? Re: New ideas for e+

another one coin, from me
National Clans ! Patriotism is a key ?
Simply. 

National thing, can improve advertisement on every country, so we need stronger positions for National's - and better system.

Making National Clan will restrict players to have freedom play on other clans, so i think there is a huge problem.

National Teams, is not attractive - cause is not ranked, it can't compare to clans, and have name team (as that means nothing serious).

Then Nationals wins, wins all country, and every on team says we play for our country, hey newcomer fight for country, with that patriotism is a way to rise and push e+ from inside very country's with unite feeling; these things sounds and brings some pride inside everyone.

Nationals must be main ranked position on e+, side by side but over clans.

Side by side with clans, involving NEW rule - if member is on Clan and on National Clan - first thing must be N-Clan and Clan on 2nd place, in that way nationals can be ranked and atractive, push e+ forward true (from inside) every country and clans stays as clans, and more this will bring more competition's on clan wars !; Clans can't propose this thing they are mixed... (and theres isn't a clan onl from one country members..). 

Can community accept this thing seriously ?

LNT lives actively since beginning (started as LT clan ...that lived on this sucky system way too shortly (until transformed to what it is now) is that means nothing as an example how good this work if it pushed seriously ? LT's are ~30, ~10 w actives...

Anyway (nwm clan or team..) Nationals must be threaded and pushed in front, cause as i see only NAT'S can have bigger potential well organized (centralized) as we see national can be only one(rule), that means all country's players enemies or not, cheaters or not, kids or seniors, is concentrated to one clean place, one main single attraction point, at every country. This will work like fireplaces, spreading e+ fire over country's.

This is what about.

The majority of people think they think, when really they just change their prejudices. Understanding is a matter of will in most cases.

Lietuvių excessiveplus draugija - Lithuanians National Team
Linux (1st E17+Compiz powered ! Built on Debian GNU/Linux.)

MODDB.com all cool things for Quake III Arena @ one place from E+


madbringer
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Re: New ideas for e+
*ZMB*INSANEKID* wrote:

an unbalanced map is unbalanced,
coz it includes (camp)points, that cause an unfair situation:
1 player/team will be leading very quickly,
but the opponent/s have less chances to change that.-
this is different in balanced maps:
if both players/teams are in the same mirrored section,
their chances are equal (often cause of same camped items)!-
Just think about ctf-maps!!!

Most unbalanced maps are based on the principle of
1 hunter and 1 haunted ...
they even rein-/force this unfair situation
by placin powerful items at campPoints!

You have a very strange idea of what map balancing is. Typically, one side of the map should be "stronger" from a positional and item placement standpoint to give the player/team a sense of being "in control" of it and give incentive to the "out of control" player/team to fight for the goods. A map is balanced if being in control is rewarded, but losing said control is not impossible/extremely hard.

*ZMB*INSANEKID*
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Re: New ideas for e+

the sense of being in control is (the will) to win.

controllin a map is always rewarded by increasin the score
(this doesnt make a map balanced).

u can also control balanced/symmetrical maps,
where the chances of all players are equal
(even if one player is horribly campin)!

madbringer
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Re: New ideas for e+

Yes, if they're small... but making a small, symmetrical map would be just lazy and inferior to typical maps (duel) or completely impractical (tdm, ca, tag). Medium sized and big symmetrical maps would be only really suitable for ctf and similar objective/base based gametypes. Play tdm or duel on the same kind of map and it turns into a pot-shot contest or mindless cessing.

Balancing maps by mirroring half of one is really extremely cheap. The real art to making a good, functional map is figuring how to preserve balance via architecture and item placement (or, in e+'s case, architecture alone i suppose).

*ZMB*INSANEKID*
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Re: New ideas for e+

you may play unsymmetrical maps in FFA ...
coz there are MANY targets, that one camper cannot get aware of.

if ur playin an unsymmetrical map in Duel,
campin becomes easier ...
esp. on small maps!

but all teamBased maps should be symmetrical,
unless u just want to spawn randomly and frag only (FFA in team).

rUnThEoN?!
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Re: New ideas for e+

use q3dm4 as concrete example.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

madbringer
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Re: New ideas for e+
*ZMB*INSANEKID* wrote:

if ur playin an unsymmetrical map in Duel,
campin becomes easier ...
esp. on small maps!

Er... no. That doesn't make any sense. It's easier and more profitable to camp in symmetrical maps due to even distribution of resources and lack of significant positional advantage.

Quote:
but all teamBased maps should be symmetrical,
unless u just want to spawn randomly and frag only (FFA in team).

Again, no. TDM maps revolve around strategically important hot-spots (big items or intersections leading from one to another). Streamlining architecture leads to limiting possibilities and profits gained from conflicts - ergo, it promotes playing defensively.

Also, what's with you and camping? Holding key positions is important in any gametype, and good maps should definitely be constructed in a way that makes both attacking and defending hot-spots possible.

madbringer
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Re: New ideas for e+
rUnThEoN?! wrote:

use q3dm4 as concrete example.

Yes, thank you. Every time dm4 is voted when i play CA in QL i cry a bit inside, because it always turns into a huge camp/spam fest. Being cramped with 7 other people in one of those little rooms is not cool. :E

METEORKID
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Re: New ideas for e+

camp positions are fine in teambased maps as long as either team has equal opportunity to get to the camp site ,so no spawning in camp areas, however in non symetrical maps it does matter depending on the style of the map unless its for dueling because the spawns are random so its based upon who has better map knowledge and not aim. 

anyways this is the new ideas thread. so i guess we should keep on-topic.

Is it possible to split the map and camping stuff to a new thread?