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Some maps to consider for our next quarters rotation/vote.

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It's been a month since I've posted on these forums but thats beside the point.. I had a few ideas regarding maps for the 7v7 ladder to spice things up a bit. I know people like fagstrand will disagree to virtually anything I say so please be open minded unlike him.

These are just ideas for discussion! So contributing as to why these maps would or wouldn't work would be great! There are no right or wrong answers here.

Celios, if this thread gets enough consideration, could you maybe add these maps onto the map rotations once its time to vote for a new cycle? Get back to me!

Small Crossing: Considering our ladder is 7v7, I think small x could generate some seriously good games. It would be fast paced and strategies would differ considering there are no bases. Remote inventories would play a key role for this one, as well as a lot of spawn play! I would love to see this map get a chance on a 7v7 ladder.
Advantages: 1. I believe the map is mirrored, if not mirrored it's extremely alike on both sides. 2. You cannot destroy the inventory stations.

Dire: Another fast paced map, this time with a middle base unlike small x. This map has a beautiful midfield to keep the game flowing, you can snipe across the whole map, toss the flag across the whole map, or disc jump across the whole map in seconds. This is a highlight reel waiting to happen and it's different from any map on the current ladder. I would much rather play both of these than damnation (worst flag stand ever) or drifts (flag stand outside)

Stonehenge/Feign/Dangerous Crossing/Surreal: Classics, why wasn't at least one of these on map rotation 2????

Drifts with flagstand inside: Always a fun map which requires teamwork.

Full circle or whatever: Cap routes here reach extremely high speeds, huge mountain in the middle, defense has perfect locations to setup, HOs wont have a tough time skiing. A completely different map than what were all used to.

Boss: I'm not so sure about this one myself, to big for 7v7? I always liked this for competition though.

Mirage: Nice routes for cappers and hos, fun base to HD, open flag stand.. always a fun map with equal sides.

Coconut Fury: This would be a pretty fun PU map, For competition, it would spice things up because the flag is separate from the base, and there are vehicles. Fun map to rape on, tough to cap on. =]

osiris: i know all eyez loves this map... pretty badass.


This is a bit farfetched.. but how fun would it be to add Machineheads flag arena to the ladder.. there is no cap out that I can remember.. So a full map must be played, it is pure pandaemonium and extremely different then what any of us are used to. Imagine the tie breaker map being Machineheads.. who knows what the hell would happen! I'm not saying this is a great idea but it necessarily isn't a bad one either!


River Dance: If this map can be mirrored so both sides have the good side.. could be fun?





Maps to consider removing from the voting pool: Woodymyrk (so sick of this fucking map), skylight, white dwarf, cross fire, magmatic, abaddon, bleed, and beggars run.

Post edited by Young Tom Brady at 12/27/2010 10:21:28 PM
Coconut fury?

That is an absolutely terrible map and I can't imagine anyone would enjoy playing 7v7 classic CTF on it. The same goes for machineheads.

I don't understand why you want to remove classics like woodymyrk or abaddon and add unproven maps like mirage or fullcircle.

I think that we need to stick with the maps that are in the TWL and TWL2 Map packs. These are for the most part proven and there is quite a bit of variety.
abaddon needs to be in the rotation. period.

surreal is too big imo.

dire, I dunno, I like to snipe n chase so i would find it fun but I fear its not acceptable for serious play.

small xing. gimmick map. perma invs automatically disqualifies it.

sh and feign should be in. tho a modified feign with the midfield base removed and possibly another asset instead, like an extra sensor or a turret would be at the very least interesting.

full circle I wouldnt mind being in for a time, if only to play test it.

boss doesnt work well in 7 man. we've tried it before with poor results.

osiris, drawing a blank on that map.

drifts. fuck ya.

take out dissention. crap map.

damnation is not fun anymore but w.e. its not a bad map.

coconut fury. i would rather jerk off with sandpaper than play that map.

mirage. shitty base. underground area is a needless addition. otherwise, i dig it.




Post edited by JT at 12/28/2010 12:25:38 AM
Katabatic
One thing that struck me while I was thinking about ways to stop the atrophying of the competetive community was how far out of touch it became/has become with the pubbing community. When tribes 2 first came out the only competetion maps were the awful maps that came with the game. It was a few months before the unnamed map pack was assembled and made things a little bit better. Anyway, my point is that the competetive community and the pubbing community were the same for the most part. The maps you pubbed were the same ones you played on, meaning everyone constantly practiced. This changed, and I think it was a failing of this community particularly after tribes next to not recogonize this. I certainly did not. I think it would have been much easier for the competetive community to select and switch to serverside maps than to get the community at large to download our client maps. Perhaps we could have attracted more players to competetion with this method.
where is the auto map downloader
for real jim. far older gms like cs 1.6 has it and it works fine. plus t2 maps are not very large files. amirite?

flings point is solid. sadly, 90% of serverside maps are horrible, unbalanced, and unfit for comp play.
Post edited by JT at 12/28/2010 2:05:59 AM
t2 needs to have faster paced maps instead of gay ones like dissention abaddon,magmatic, subzero, deadlybirdsong????????? LOL
lol coconut fury is retarded i know but it would be a tough fucking comp map lol

lol @ sand paper


@ immigrant,
i agree that woody and abaddon are classic maps.. but imo woody has been over played (like feign and stonehenge) although now that the ladders current rotation is missing dx, stonehenge, and feign.. i miss them. terribly.
Post edited by Young Tom Brady at 12/28/2010 5:27:16 AM
Is Machineheads the open square with the flags under the archways and everyone spawns with nothing, but there are various weapons up on ledges?

If so or if not(maybe someone can recall the name). I seen it once come up on goons and it was HELLA- FUN. That would be a crazy TieBreak map especially if there is no cap out. Which if I remeber rightthe score was lke 3000-2400 give or take and it went the full 30 min. Thats why that map came to my mind when you said no score limit.But if thats Machineheads, I'd be all for it. Hella fun.

"Boss"...a touch too big for 7 man , like JT pointed out.

"Drifts Flag Inside" rotated on Goons the other day or actually was voted in(I'd imagine), and it was a blast. Sure it's hard as hell to get the flag out and halfway home, but even so. There's usually always a few caps, and the map usually always goes 30 min. Add "SnowBlind" as well to comp rotation(it's the winter season come one)gonna catch hell for that suggestion surely. IMO, There's just way too many maps where, the base/invs and gens are 50-100 meters from the wide open flag pirches we know and love/hate(Cinereous/Frozen hope/Feign and a handful of others that are closer but still flag pirched away from base come to mind).

A good map should have the flag on the base like Iceridge, or in it,like Snowblind or Original Drifts or a combo of sorts as in DX. OR at least place the flag somewhat close to the main base like Woody Myrk/Raindance/Stonhenge ect. But it's all about fast capping/raping. It's just like today's sports they juice the baseball(and themselves) They essentially eliminated the redline in hockey as far as two line passes are concerned, but it's there for icing the puck penalties purposes still(when will they remove that rule, I wonder?). They call every check an interference penantly why? More penalties = more power plays = more scoring = more excititement(for ADD fans) = more ticket sales. Well screw that mentality.I like a good defensive battle even if it's just 1 map out of 3.

It should take ALOT MORE coordination than we've seen in the few high level demos (won't name names not thier fault anyway) to get the flag out and home. I guess virtually haveing only 3 D adds to this, so why not try a couple more D-friendly maps where the flags in the same Area code as Main Base the gens and main invs, and base turret.

Also there's a shortage of vehichle maps which make maps like Harvester work. Where the MPB is an essential lifeline between the base and the flag.

And as for "White Dwarf"....someone please BURN THAT FRIGGING MAP!I know I'm gonna catch hell for that from WD's "cult following" haha, and no offense to it's maker, it's a novel idea, very original atmoshpere to it, but just doesn't play well.

Still wish the comp community was big enough for a 10 vs 10 ladder, I think many maps would play more smoothly and make alot more maps viable for comp. There's a reason 10v10 worked so well for so long in T1 I imagine.

What's that pumpkin map that has a wall of turrets across the middle of the map? Do that one.
Fuzzy Pumpkins, the one where the flag is also on top of a like 600 meter tall building, on a terrain with average height variations of about +/-10 meters.


Mirage is a really fun map IMO, but I agree the bases could be reworked. As for the rest of the goonie maps, bleh. Full Circle maybe.
Harvester is horrible for 7 man. That's why we removed it from the ladder in the first place...
Originally posted by: Fling
One thing that struck me while I was thinking about ways to stop the atrophying of the competetive community was how far out of touch it became/has become with the pubbing community. When tribes 2 first came out the only competetion maps were the awful maps that came with the game. It was a few months before the unnamed map pack was assembled and made things a little bit better. Anyway, my point is that the competetive community and the pubbing community were the same for the most part. The maps you pubbed were the same ones you played on, meaning everyone constantly practiced. This changed, and I think it was a failing of this community particularly after tribes next to not recogonize this. I certainly did not. I think it would have been much easier for the competetive community to select and switch to serverside maps than to get the community at large to download our client maps. Perhaps we could have attracted more players to competetion with this method.

I don't think the issue is server side maps. I think it's just that the pubbies prefer the goon haven vehicle maps that don't get capped out in 10 seconds or camped the whole map. They prefer to run around randomly or stand on top of a base missleing rather then actually having to do something useful on a map like DX.
Oh, and useless objectives to defend/attack provide good distractions for the pubbies as well.
shut it blake!
All I'm gonna say is the profile pic for 7 Core is promoting a chicken-shit boxer who is an imposter of a man and is terrified to fight the real champ, MANNY FUCKING PACUQIAO!!

Throw up Pacquiao's belts and accomplishments. The first boxer in history to win ten world titles in eight different weight divisions.

#1 POUND-FOR-POUND Best Boxer in THE WORLD

circles edge or w.e is pretty cool. clustery for sure but I dig those sort of maps
super fun bouncy time..i got fast routes.
Floyd would handle Pacquiao.. he's to fast and technical.. Manny likes to stay in front of you which, for a counter puncher is a dream date.





http://www.BOXREC.com - If you notice, this website shows the pound for pound best fighters, champions, etc., etc., etc. Mayweather still is #1. BITCH
Post edited by Young Tom Brady at 12/29/2010 12:29:50 PM
lol obviously stoned while writing that smh
Post edited by Young Tom Brady at 12/29/2010 12:16:37 AM

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