New Map Request: etf_hunted_final

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New Map Request: etf_hunted_final

Postby evilmaverick on Wed Jan 20, 2010 10:16 pm

There is only one intelligence case on ETF maps. Pick it up - and you became the Courier! Blue team must protect him from any kind of danger, and Red team - kill him at any cost. The Courier must capture the intelligence in special capture zone to earn victory for Blue team. You can drop the intelligence and change the Courier anytime in Blue respawn room. Intelligence briefcase contains a little dispenser inside. Stay near courier to get health and ammo!

Just like Assassinate in CS and Hunted from Team Fortress Classic it could be good fun! I mean come on! Come on!
http://www.fpsbanana.com/maps/110875

Here is the intro video:
http://www.youtube.com/watch?v=pR3hQgG5pAs

Fun pics

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Re: New Map Request: etf_hunted_final

Postby Atreus on Wed Jan 20, 2010 11:03 pm

Oooo...Sounds nice! And, great job on the thread -- i think i will sticky it so people might see it before making a shit thread. perhaps we can try tonight!
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Re: New Map Request: etf_hunted_final

Postby tike on Thu Jan 21, 2010 4:56 pm

Played it last night and it was great fun. It will be one of those maps that requires someone to keep telling pubbies whats going on, but hopefully they will be able to wrap their minds around the concept.

Only two issues I saw were:
1.) The rounds can go extremely quickly and only have a max time of 10 minutes, so having only three rounds makes the map seem a little short. May be better to bump it up to 5 or 6 rounds like some of the king of the hill maps.
2.) If I remember correctly, red team gets a little pointer towards the intel so you know where the carrier is at all times. I personally feel this takes away part of the "hunt" as the carrier can't really hide all too effectively. It also makes it a bit too easy for red I think. I know this is more of a map development issue than a server side thing that we could play with.

What I'm really hoping to see is valve pick up this game mode like they did with KOTH and make it official.
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Re: New Map Request: etf_hunted_final

Postby evilmaverick on Thu Jan 21, 2010 6:27 pm

tike wrote:1.) The rounds can go extremely quickly and only have a max time of 10 minutes, so having only three rounds makes the map seem a little short. May be better to bump it up to 5 or 6 rounds like some of the king of the hill maps.

I agree, I think we should either make it a time based map or add more rounds.
Here is a weird suggestion, the game is lopsided towards red currently either to the one sidedness of the game type or just how new everyone is to the map.
Is there something we could do to even things out via script/config?
    Examples:
  • Turn off all talk
  • Force a lopsided teambalance? (9 on red, 14 on blue)
  • Remove respawn (Al la CS)
  • Change respawn times for times for different teams (10 secs blue, 20 red)
  • Here is an idea for just a general mod: Lions vs nons. Scramble the teams but stick everyone with >:3 onto one team and everyone else on another and remove teambalance.

tike wrote:What I'm really hoping to see is valve pick up this game mode like they did with KOTH and make it official.

I agree, I really like the game play mode this map brings and think It could expand well into the community.
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Re: New Map Request: etf_hunted_final

Postby Atreus on Thu Jan 21, 2010 9:52 pm

How does changing it to 5 rounds, like KOTH sound? edit: Done

And, as to your bullet points:
  • To put it shortly: There are plenty of other maps that require as much, if not more strategy than this. It doesn't make sense to disable one of the servers' most defining settings for a singular map, while alienating and confusing many people at the same time. People who want alltalk that onrmally play will go "wtf", and people who joined what they thought was not-alltalk was indeed altalk.
  • Nope, it's not plausible without makign a shitload of aggravating map configs and/or posibly gettign a whole new plugin to make use of it.
  • Remove respawn? you mean like being unable to go back to heal? The mapmaker wouuld need to do that
  • There are plugins to alter the respawn times but they're generally pretty annoying
  • This can be done/is done sometimes on #1... that is one of #1's main purposes besides testbedding. Attempting 'fully organized play in a public setting with constantly coming/leaving/roping/coming people is pretty silly

submitting this, but im going to edit it a it more int he next few
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Re: New Map Request: etf_hunted_final

Postby Dr_Gats on Mon Jan 25, 2010 6:48 am

after playing it a few times it looks like the main problem is still pubbies or newjacks who haven't played etf not understanding what's going on. Rounds over very quickly when some new guy nabs the intel and makes a dash for it.

Maybe just putting a very large (admin) obvious text announcement when the map starts to let people know the basics? It's mostly stated in the map details, but apparently nobody reads those.

Also, the map itself (just the layout) is pretty confusing to get into, so until people get used to it there will be a lot of griping. i am however, inspired to make an etf map that's a little more tf2-esque. I'll see where that takes me.
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Re: New Map Request: etf_hunted_final

Postby Atreus on Mon Jan 25, 2010 6:56 am

Dr_Gats wrote:Maybe just putting a very large (admin) obvious text announcement when the map starts to let people know the basics? It's mostly stated in the map details, but apparently nobody reads those.
Heh, I wish. You can lead the horse to water, etc. The only Idea i've had is to have a plugin developed to avoid the flag fuckery. Basically, it would track who has the flag and then determine what they're doing with it. If they are moving away from where they should be taking it for more than X distance or more than y time, it could either slay them or make them drop the intel or something. The hardest part would be setting it to properly detet if they're going "backwards" or no, since some flag caps require circling arond some, or taking iback a bit to take a secondary route. I think with a high enough treshhold it would probably work though -- only someone doing it wrong is going to be running backwards for more than, say, 10 seconds.
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Re: New Map Request: etf_hunted_final

Postby tike on Mon Jan 25, 2010 11:11 am

The problem with a punishment system for flag carriers going the wrong way in ETF is that you'd also need to find a way to have the intel reset to spawn without ending the round as well. Although, in hunted, pretty much anywhere you go from blue spawn is towards the cap point.

I think hunted is just simply a map that should only be played with an admin on the server and at least one person who knows what's happening on each team so pubbie flag carriers can either be told what to do or to drop the flag.
From the times I've played it so far, I like the map but it is just too lopsided towards red at the moment.
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Re: New Map Request: etf_hunted_final

Postby Schadenfreude on Mon Feb 22, 2010 7:24 pm

is it possible (or does it already) restrict red to a single class? iirc, the class limit plugin makes this relatively easy.
5 tons of flax.
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