because you are all too lazy to think about new ways to do things, and it doesnt pay to be lazy.
Ripper>cant pee with a hard on
apt>yes u can wtf
apt>you need to clear the pipes after a nice masturbation
apt>i just put myself in a wierd position
apt>so i dont miss the toilet
Ripper>but after u masterbaition it usually goes down
apt>na
apt>ill show you pictures
apt>next time I masturbate
Originally posted by za gophar WHy We Dont Need a New TWLB Map
because you are all too lazy to think about new ways to do things, and it doesnt pay to be lazy.
I agree with Za Gophar because he is on my squad and if he were to jump off a bridge I would to.
No but seriously we should keep the same map.. have unlimited ship changes and get Epi to come back for one more season.
I think removing the wedge I(terr's) go against would make a greater difference than most of u think since the terr would get bounced out of the cram and thus letting the other team up. A side entrance wouldn't change any cramming ideas since the terr would just sit on the left side and let spiders off to the side of the entrance . Just giving alittle (read : very very little) insight.
If you noticed upon entering the arena, that's fr 11. That means a few more ideas are still waiting to be uploaded. On top of that, it's the new map's first day, give it a chance to roll around the collective concious a bit, see what shakes out.
Pure, talk to me ingame, or to fruitang and ask to see fr9, fr5, or fr3.
I played some with fr11, and it's pretty good. Crams are easy to break, a lot more FR fights were played.
Didn't play, but watched a game in fr12, and wow. It may not be symmetrical, but damn it makes for some interesting back and forth control.
5:royst> i was junior athlete of the year in my school! then i got a girlfriend
5:the_paul> calculus is not a girlfriend
5:royst> i wish it was calculus
1:royst> did you all gangbang my gf or something
1:fermata> why dont you get money fuck bitches instead
Looks good Kolar. The only map I have problems with is #13 ... to me ... you're *forcing* teams to play lines with that specific map. There's no finesse to the entrance ... just plain go-in-bc-the-door-is-big-enough-that-I-don't-have-to-navigate ...
Oops ... I also sorta don't like how #12 is not symmetrical like FoR said ...
1 more thing to add ... have you guys lifted the restrictions in the # of each ship each team can have? ... bc if you want that to be implemented (ie 2 terrs or 3 sharks) ... one entrance probably won't work.
If you want to deal with cram's lag issues ... then minor changes to 1 entrance still won't change the lag associated with the cram ... only multiple (2 or 3) entrances will force defending teams to spread out and react to different points of entry. Plus, multiple entrances affect both cram and lines in a balanced, fair way ... teams can still line or cram or do whatever they want ... multiple entrances will allow lines to be closer to the 2nd entrance so that the team can react faster ... compared with cramming in one entrance and having to take the longest route all the way to the 2nd entrance ... more skill needed in the movement and reaction of the terr is needed ... as well as communication btwn all ships to cover all entry pts.
We played fr11 yesterday and I didn't like it at all. it didn't diminish the effectiveness of the cram at all. I think it even made the cram stronger since the defending team has more room to move and they're harder to shoot up at, and the sharks can even use mines more effectively. It basically just gives the defenders a longer tube to shoot down into the bottleneck that the enemy has to come through.
Originally posted by bloodzombie I HATE the idea of multiple enterances.
What don't you like about them? And have you tried any yet?
There are also different ways to implement multiple entrances ... Kolar showed the screenshot of the one to the left bottom corner ... but another way would be put one at the center of the roof. There is also the idea of putting entrances in the ears or just at the right or left side of the FR wall ...
I like 10 the best.. it's the most subtle change and I think it would have a bigger effect than people realise.
choice 13 is no good. this would set basing back to before the cram existed, but even worse. as someone already said, it would force you to line, but it would be even harder to hold the line.
I understand that everyone wants more fr battles, but part of basing is defending the fr... If you change the base so that AZNawesomeGUYS2445 can force fr battles against teams like disoblige, then something's wrong. If we're gonna change it, it should be just slightly easier, not a free entry.
Originally posted by bloodzombie I like 10 the best.. it's the most subtle change and I think it would have a bigger effect than people realise.
choice 13 is no good. this would set basing back to before the cram existed, but even worse. as someone already said, it would force you to line, but it would be even harder to hold the line.
I understand that everyone wants more fr battles, but part of basing is defending the fr... If you change the base so that AZNawesomeGUYS2445 can force fr battles against teams like disoblige, then something's wrong. If we're gonna change it, it should be just slightly easier, not a free entry.
I agree. But there are ways to make changes to a map that will allow for multiple entrances ... but not entrances that you can just "waltz" in without any care about finesse or skill.
The map that zXer is making hopefully will give you an example of what I mean. It has entrance at center of roof. Midbase ears, instead of being enclosed, rise vertically and curve all the way around to enclose FR (allows for wallbombing for javs on all angles). But walls with small holes will be implemented to make the trip to the top entrance more require some navigational skill. The good thing about this specific map ... is that it doesn't change any parts of the tunnels, very little of the midbase ... opens up the "roof" as a 2nd entrance but defendable one, creates more space at the sides of the base, and changes the actual FR very little. In fact, you don't have to change the actual FR except for the 2nd entrance at the top. Hopefully zXer can get the map done soon.
I guess my point is that map changes allow for soooo many variations and subtleties ... a 2nd entrance is only as hard to defend as you, the mapchanger, make it to be.
Without even seeing it, I hate it. you're changing the game so much by adding a second enterance, when all you really need to do is remove 2 tiny blocks to open the enterance up just a little bit.
Originally posted by bloodzombie Without even seeing it, I hate it. you're changing the game so much by adding a second enterance, when all you really need to do is remove 2 tiny blocks to open the enterance up just a little bit.
If it works and ppl like it then more power to you ...
Teams will always try to defend "choke pts" in fr entrance(s) ... lines, crams, etc. But to me ... that minor change does not address the lag issues brought up. Multiple entrances, however, do, and do it in a way that affects both cram and lines in a fair, unbiased manner. Of course multiple entrances must be thoroughly thought out and tested by basers.
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