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Poll

Which of these maps should join rotation?

Black Mesa
- 8 (25.8%)
Desert Fortress
- 10 (32.3%)
Freight
- 8 (25.8%)
Japan
- 5 (16.1%)

Total Members Voted: 14


Pages: 1 ... 5 6 7 8 9 [10] 11 12

Author Topic: Shadow Moses Map Nominations  (Read 22368 times)

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Bleck

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Re: Shadow Moses Map Nominations
« Reply #180 on: July 18, 2010, 11:47:16 PM »

The best part of that was when I won the map and got the windmill stuck on my entire body.
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Mongrel

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Re: Shadow Moses Map Nominations
« Reply #181 on: July 19, 2010, 02:48:06 AM »

Mongrel if you think Sawmill has bullshit environmental damage you obviously weren't on the server the one night I switched it to windmilltrainsaw.

I was just saying it's bullshit to complain about environmental damage. Patito at least complained in a much more coherent and sensible way.

Lolcano isn't a perfect map, but it's a fun, balanced map, good for a couple of quick matches.

But it's not really about Lolcano (which I can assume you can still nominate at least?). I think you guys have become terrified to get out of a very narrow comfort zone. Frankly, it's boring as fuck. And the endless whining about everything is ridiculous. When was the last time any of you guys even suggested a new map?

Of course it's damn near moot since ShMo is usually totally devoid of Brontos these days anyway.
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Smiler

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Re: Shadow Moses Map Nominations
« Reply #182 on: July 19, 2010, 07:23:20 AM »

It might be fun for a couple of quick matches, but some assholes decided it was a great map for a full 24 person server to go to. The map overstays its welcome after one round that way. I also took it off of nomination for the same reason I took off 2fort and hydro. Some chucklefuck kept nominating it after the first time I played it, and they usually did it on a full server too.

We tried all of the contest maps, and most of them were either boring or unbalanced. I put on windmilltrainsaw, but only for admins to switch to, because its another map that is really bad with a full server. Now that I can add maps to the server, wanna try suggesting maps? I don't think many of us suggest maps because we rarely play tf2 on other servers. You're in charge of the "Help ShMo stop being boring as fuck" committee. If you don't, I'll feel obliged to hunt down more gimmick maps like lolcano and add balloon race and pacman and donkey kong onto the rtv.
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Smiler

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Re: Shadow Moses Map Nominations
« Reply #183 on: July 19, 2010, 07:30:40 AM »

Oh yeah we have added Gullywash, Swiftwater, and some other cp map recently. Gullywash is somewhat fun until you get to the last point, which is every bad thing about payload maps ever. I've heard some good things about cp_waste, so I guess I can add that someday.
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Mongrel

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Re: Shadow Moses Map Nominations
« Reply #184 on: July 19, 2010, 07:36:18 AM »

Actually, I already planned to suggest some maps when I get home tonight. Starr's been just as bored as me and has been trolling map forums for good ones, so I'm going to strip-mine her suggestion list.

Anyway, my reply to "map gets aggravating after too many matches" is the same as it always been: That's what RTV is for. Or, if you swing that way, abuse of Admin powers.

I guess I wouldn't mind half so much if it hasn't been a case of "Nobody else suggests things, nobody even plays that damn game, but everybody bitches ENTIRE TEAM IS BABIES." If you guys have all moved on from TF2, that's okay I guess. I like ShMo, but maybe we should just shut down the server if it's a ton of work and nobody but Starr or I use it?

While you were, etc.

I remember when we added Gullywash (now a couple months ago). Everybody else complained the last stage was unbearable and swore they'd never play on that map again. There was plenty of groaning about Swiftwater (and Cashworks) too. At least I kinda agree on Cashworks (too many poorly made chokepoints), but I still don't mind playing on any of those maps.
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Smiler

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Re: Shadow Moses Map Nominations
« Reply #185 on: July 19, 2010, 08:34:07 AM »

I know a few of us are on a League of Legends kick right now. If I wasn't playing that I would probably have started playing again with the engineer update. We'll be back eventually. I for one sort of need a break from TF2 for a while. Like I said, if you suggest maps I can throw them on so you can try them. It's not too much work, so I don't mind.
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Joxam

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Re: Shadow Moses Map Nominations
« Reply #186 on: July 19, 2010, 08:35:33 AM »

None of this is WORK and the server is paid up through christmas. It ain't going no where and we'll be back. WE'LL ALWAYS COME BACK.
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Defenseless Cow

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Re: Shadow Moses Map Nominations
« Reply #187 on: July 19, 2010, 08:58:50 AM »

I'm really not seeing what's wrong with the last point of gullywash. Particularly the part where you compare it to the last point of every payload map? I thought the problem most people had was that it was way too easy to cap by coming through the water.

Also it figures you guys all stop playing once we start getting the rest of the talking timers to play.
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bloogablooga

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Re: Shadow Moses Map Nominations
« Reply #188 on: July 19, 2010, 10:44:43 AM »

Oh. Um. Sorry, I keep getting gullywash and swiftwater mixed up I think. I don't remember any of the new maps' names.
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Mongrel

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Re: Shadow Moses Map Nominations
« Reply #189 on: July 19, 2010, 03:22:19 PM »

Okay, here we go. Unlike Windmill Trainsaw, these are actually solid suggestions. None of the are 100% perfect, but they're all pretty playable from what I could tell and a lot of the cons are pretty negligible (optimization not guaranteed until we try with a near-full server, of course).

Quote from: Starr
koth railyard
http://www.fpsbanana.com/maps/137383
pros:
small koth to replace lolcano
lots of jumpable spots and sentry locations
can climb or jump onto train cars
sniper nest with good coverage
good open cp area
medium-fast cap speed, not as fast as GD but faster than sawmill and nucleus
cons:
little metal or health except on edges of map
large spawn area compared to play area (a little confusing since only one end of the spawn has lockers)
some props are glitched and display only as Error objects; some textures in spawn are purpled out

ctf orient
http://www.fpsbanana.com/maps/95668
pros: smallish ctf map with interesting flavor
hidden tunnels and alternate routes under waterfalls, bridges, roof tops
many jumpable mid-rise rooftops
most rocks around the main central area are jumpable but nonbuildable
limited but not necessarily overlapping sniper coverage of central area from multiple spots
ammo and health fairly plentiful

cons:
some vtf posters and textures missing or purpled out
very similar in some respects to ctf_sawmill; rainy grey ambience, dirt tunnels, bridges, etc.
some areas underwater are buildable and some aren't; sentries lurking underwater or behind the waterfalls may become a problem especially before players become familiar with the map and its alternate routes

pl_everest
http://www.fpsbanana.com/maps/128106
pros: fairly fast paced pl map with very slight offensive bias but is not usually a steamroll
interesting twist on pl at center point; BLU must cap a single point in a shack just forward of center point to unlock a gate and continue pushing the cart.
Multiple accessory pathways for both offensive and defensive flanking.

Cons: slight offensive bias, except at shack, which tends to become a sentry farm/sniper campground. An ubered demo/soldier going up the spiral stairs to the shack will only have about 3 seconds of uber left before reaching the sentries in the shack main room.

pl_beerbowl_b4
http://www.fpsbanana.com/maps/117832
pros: neat theme, nice looking map.
Cons: last point is very favorable to defense, except for a possibly mitigating "buttrape factor" pathway to the right of the final area. It is a two story tower with a small walkway for a second story. The center is open and allows you to place an exit and defend it very well as your teammates pour out the open floor and cap from the side. Unfortunately, it has no second story windows, so you can't abuse it defensively as a sniper tower.

pl_jungle_a1c
http://www.fpsbanana.com/maps/86128
pros: nicely optimized with all new terrains, textures, and brushes
-Multiple side pathways for both offense and defense
Overall well-lit and open play areas.
Cons: Some areas of the track are darker and narrower than I would like. It's like the tunnel on GoldRush 1 where a single ambush pyro can clean off a cart loaded with guys.

There are sentry spots that are difficult to take out from the ground/track because they can't be seen. You can build a sentry in a clump of bushes and it will just look like a clump of bushes. You won't even be able to see where to put stickies. For the same reason, spies and snipers will have a field day ("That palmetto is a spy!")

There is a glitch near the BLU start. The BLU spawn is a ship docked close to the shore of the island. If you jump off the ship into the shallows, you may momentarily find yourself trapped between ship and shore. With a bit of wiggling and swimming, you can free yourself, but if someone is camping the shore you will likely die. Obv the answer is "don't jump off the ship" but sometimes people will fall, get pushed by FAN, etc.

There are some clumps of underbrush which are passable, and others which act as obstructions. While none block any path too much, if you are creeping around the edges of paths you may bump into something you thought should let you pass.
Earlier versions of this map had poor optimization. The latest version for download seems fine but I am testing on a dual GPU quad core monster.

We also tried a few CP maps to have one of those in the mix, but none really impressed.
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Mongrel

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Re: Shadow Moses Map Nominations
« Reply #190 on: September 05, 2010, 04:36:39 PM »

Going to have some games on ShMo tonight, if anyone is interested.
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yyler

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Re: Shadow Moses Map Nominations
« Reply #191 on: October 19, 2010, 02:17:05 PM »

Not exactly sure where to put this but

Who did I set up with map hosting one time, and do you guys still use it now that you have a dedicated server? (this)

At the end of the year I will be moving to a new domain and housecleaning will commence, and this'll probably go since I am no longer involved here and was never involved with TF2 here anyway

But if you already don't use it, I'll get rid of it now because I'm trying to do my housecleaning gradually rather than being overwhelmed later
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Zaratustra

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Re: Shadow Moses Map Nominations
« Reply #192 on: October 19, 2010, 02:53:51 PM »

you set it up with me

maybe brentai will want to copy the stuff from there?

patito

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Re: Shadow Moses Map Nominations
« Reply #193 on: October 19, 2010, 03:04:51 PM »

We probably want to do some map trimming, plus some of the maps there right now aren't even final versions, so I say just keep the names of the maps on there for reference, we will probably also want to add new maps.
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yyler

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Re: Shadow Moses Map Nominations
« Reply #194 on: October 19, 2010, 03:06:59 PM »

I thought it was you, but couldn't remember.

Brentai is there some way I can facilitate your copying of that at all? I'm not really sure if there is anything to do but download and reupload, but if there is and you need my help, well... I check this forum like 40 times a day just hoping someone will post stuff about Knytt, so I'll see it.
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Bongo Bill

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Re: Shadow Moses Map Nominations
« Reply #195 on: February 13, 2011, 02:01:49 PM »

So, how many of these do we still want? I know we'll need Garbage Day and Frontier.
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...but is it art?

Smiler

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Re: Shadow Moses Map Nominations
« Reply #196 on: February 13, 2011, 02:45:53 PM »

Brentai I hate to bother you but we might want to set up some sort of domain so we can host TF2 maps on our server.

I don't even know what any of this entails, though.
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NexAdruin

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Re: Shadow Moses Map Nominations
« Reply #197 on: February 13, 2011, 08:31:42 PM »

Can we keep lolcano? Or is this srs bsns tf2 now?
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Mongrel

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Re: Shadow Moses Map Nominations
« Reply #198 on: February 13, 2011, 08:52:30 PM »

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Smiler

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Re: Shadow Moses Map Nominations
« Reply #199 on: February 14, 2011, 01:02:19 AM »

God you people don't deserve NICE THINGS.
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