MAPS IN CAL?

Paradox

2008-09-05 18:02:45

Please post and list maps you think would be good or you would like to see for CAL. You can list ones that are already in CAL if you like those. Please categorize them according to division: ie

1v1 Lostarena, biohazard, Aim arena
2v2 ......
4v4 ......

or
2v/4v if you think a map can be multidivision

Just looking for feedback here, no promises that a nominated map will become a CAL map.

Thanks!

Paradox

2008-09-06 03:30:54

Hmm this post has been up all day without one reply. Should we assume that to mean no one has any input about the map selection?

o-dog

2008-09-06 03:56:50

here's my input for what it's worth:

keep all the current CAL maps and maybe add two or three also.

I had suggested in IRC a while back that dm_7hour and dm_island17 be added to 2v2 and 4v4, but those maps were apparently used in previous CAL/STA seasons and had issues (out-of-map glitches, etc.).

dm_apcbunkers would be a good addition to 2v2 and 4v4 in my opinion - its author does say that team matches were what the map was designed for. I've pubbed on it pretty extensively and it flows very well and is bug-free as far as I can tell. theres a definite element of strategy to it (RPG on top, orbs underneath).

dm_please might be good also although alot of people may find it to be too king-of-the-hill-y there's a definite element of strategy and weapon/location control to it (the top and the weapons cache in the graveyard)

those maps in my opinion are both worth trying out for a season at least.

just my two cents.

thatguy

2008-09-06 04:25:57

dm_please would make a good cal map only if the weapon spawns were different cuz everywhere u got its 3 smg nades together u can never see one alone and there is only 1 mag but keeping the top would be a good challenge to the team becuase of the teleport that goes above where they would be

Nutri-Grain

2008-09-06 04:57:17

fuck i hate that just my two cents expression :P

uhhh, bring back icepick!

Zman42

2008-09-06 06:08:31

icepick zomg!

Beef

2008-09-06 07:19:09

dm_l33thuania_prefinal
dm or tdm_warlock
dm_rapidfire

o-dog

2008-09-06 07:33:44

YES, dm_rapidfire would be another awesome one

can't believe I forgot about dm_rapidfire

Super Luigi

2008-09-06 17:07:34

Ok, I know ya'll are gonna be like :O NO!!
but i would say dm_killbox_kbh_2 for 1v1 :D
i was a kbh'er before i got into cal ;)

Rev

2008-09-06 17:23:26

Ohh dm_icepick... I call it the better dm_caverns ! 8)

Paradox

2008-09-06 19:57:31

I guess I should have left it a bit less wide open. These must be what are considered "traditonal" style maps. Killbox are not going to be considered, sorry. If you want a killbox league, get behind it and get an admin to run it. The admins do reserve the right to reject any suggestions here based on play type and whether the map would actually make a decent competative map. dm_please is a king of the hill map as stated and I doubt it would be considered as well. Any suggestions will be reviewed.

Also in order to map review down to less than a momumental task please only suggest 4 maps.

Poor_Billy

2008-09-06 20:00:45

stamina.

Paradox

2008-09-06 20:01:57

Poor_Billy wrote:stamina.

For what divison(s)?

Edit: ALL

ninjins

2008-09-06 21:22:03

Theres players that participate in CAL that are not members on this forum. I'd suggest posting this to CAL's forum like it already has been if I'm not mistaken.

Paradox

2008-09-06 23:44:32

TiGGy wrote:Theres players that participate in CAL that are not members on this forum. I'd suggest posting this to CAL's forum like it already has been if I'm not mistaken.
TY for the tip.

<kyle>

2008-09-07 00:52:14

dm_backbone-4v4
dm_7hour-4v4
dm_lostarena-2v2 plzkthx

Super Luigi

2008-09-07 03:06:36

Kyle wrote:dm_lostarena-2v2 plzkthx
i agree :D

Smethious

2008-09-07 03:14:09

lostarena would be good for 1v1 or 2v2.... but really what we need are some new maps to give CAL some new life how about asking VALOR to make some new maps for CAL 3v3 and 4v4 ..etc etc.... I mean how long can you play the same CAL maps over and over and over.. dont get me wrong.. some maps are classic and Ill never get tired of LDr3 but some new quality maps would be a good idea

Zman42

2008-09-07 03:22:05

stamina.

thatguy

2008-09-07 03:34:26

Smethious wrote:lostarena would be good for 1v1 or 2v2.... but really what we need are some new maps to give CAL some new life how about asking VALOR to make some new maps for CAL 3v3 and 4v4 ..etc etc.... I mean how long can you play the same CAL maps over and over and over.. dont get me wrong.. some maps are classic and Ill never get tired of LDr3 but some new quality maps would be a good idea
u cant just make a map and expect ppl to want to play it for cal i think that some of the best maps and most played maps arnt really considered good until ppl have played them i doubt a map maker before they even released a map said to themselves that their map is good and its good for cal cuz it has this and that. No matter how much u know about good maps its basically luck if the majority like your map. Like warlock it has a version for tdm but just cuz its made for that doesnt mean everyone is gonna like it. And also what do u think this thread is for? to find new maps it doesnt mean they have to be just released to be new but do u really think icepick is played nearly as much as any cal map..no so then i would consider it new

ninojman

2008-09-07 07:14:42

i sent out mass e-mails to all the captains in sta for suggestions
only the ones that never sent anything bitched

Paradox

2008-09-19 17:19:41

BUMP this thread


ANY more ideas??

The Argumentalizer

2008-09-19 20:51:21

DM Hope for 4 v 4
7Hour 4 v 4
Icepick 4 v 4
Backbone 2 v 2
Lostarena 2v2
Area 22 2 v 2

Va|iums

2008-09-19 21:05:46

My only suggestion is to definately return backbone to league play, in 4v4, 2on2 or both.

Walking Target

2008-09-19 21:27:42

Here is my opinion. Yes, it is completely biased, the only criteria I used was what I have actually played in these formats, and enjoyed doing so.

I am admittedly short on the 4v4 maps, but I am also an advocate of bringing the 4v4 down to 3v3 so that it is easier to schedule, less laggy in game, and can accommodate some more of the 2v2 maps.

Notes indicate what I feel needs to happen for the map to be up to competitive standards.

1v1

dm_drift_revised
dm_biohazard_cal
dm_lostarena (fixed and renamed version with working lifts)
dm_tigcrik_r2
aim_arena_reloaded
dm_spookface_reloaded (double melee removed)
dm_lockdown_r3 (double melee removed)
dm_zeta_rc2 (finalized)
dm_energize_r1 (fixed version)
dm_overwatch (fixed version)

2v2

dm_joyride (fixed version)
dm_caverns_r1
dm_lostarena (fixed and renamed version with working lifts)
dm_zeta_rc2
dm_avalon_b1 (fixed version)
dm_biohazard_cal
dm_lockdown_r3 (double melee removed)
dm_backbone
dm_drift_revised
dm_spookface_reloaded (double melee removed)
dm_vault
dm_overwatch (fixed version)

4v4

dm_lockdown_r3 (double melee removed)
dm_zeta_rc2 (finalized)
dm_amplitude_r1 (double melee removed)
dm_avalon_b1 (fixed version)
dm_caverns_r1
dm_lostvillage (fixed version)

o-dog

2008-09-20 05:39:50

also, if you guys are willing to reconsider barring maps based on maps from other games I think dm_campgrounds_pro would make a good 2v2 and 4v4 map and that dm_battlecreek_no1 would be a good 1v1 and 2v2, possibly even 4v4 map.

Blasphemy

2008-09-20 10:15:10

dm_agora would be pretty koo for 1v1.

bahlk

2008-09-20 22:46:48

1v1 fuedal

2v2 lostarena

4v4 dm_peaches_castle

Super Luigi

2008-09-21 02:30:46

bahlk wrote:4v4 dm_peaches_castle
lawl YES!!! every ones gunna be like NOO!!!!
:(

o-dog

2008-09-21 11:58:03

dm_peachs_castle that's more like a 24v24 map. awesome map and awesome idea for a map but it is ungodly huge.

also, I've always wondered why dm_resistance isn't a 1v1 or 2v2 map? I think it would make a good one unless theres some huge problem with it that I'm unaware of.

Ko-Tao

2008-09-21 12:47:05

dm_feudal may make a return to 1v1, as the dm_avalon mapper has stated he is unwilling to fix the maps many problems, and we dont have a huge selection of competitive maps to replace it with.

We had dm_resistance_r1 in 1v1 season 1, and it played decently, but it was not hugely popular and so was removed come season 2.

<kyle>

2008-09-21 21:30:06

dm_democracy 1v1

Paradox

2008-09-21 23:36:22

Democracy has a few bugs that would need to be fixed before its considered for CAL. Two are pretty major bugs like the sticky spawn point and the mag that wont respawn.

Blasphemy

2008-09-22 00:01:48

Blasphemy wrote:dm_agora would be pretty koo for 1v1.

<kyle>

2008-09-22 00:19:02

Paradox wrote:Democracy has a few bugs that would need to be fixed before its considered for CAL. Two are pretty major bugs like the sticky spawn point and the mag that wont respawn.
huh never really had any problems with spawn points while playing it but ive had the mag not respawn a few times.

Paradox

2008-09-27 19:51:15

Yea theres that one over by the AR2 that you have to crouch jump out of.

o-dog

2008-09-28 10:39:58

also dm_empty_town for 2v2 and 4v4

Book

2008-10-05 23:12:33

i'd just like to see a different map than lockdown for the finals for ONCE

Divinity

2008-10-06 02:38:15

Why not let each team pick their own map from certified 2v2/4v4 maps :O

Walking Target

2008-10-06 08:54:32

Divinity wrote:Why not let each team pick their own map from certified 2v2/4v4 maps :O
Been there, done that. It makes matches way too long because you usually need a third round tiebreaker. Can't add frags together because some teams home maps are faster scoring than others.

Fearsome*

2008-10-06 08:59:01

Walking Target wrote:
Divinity wrote:Why not let each team pick their own map from certified 2v2/4v4 maps :O
Been there, done that. It makes matches way too long because you usually need a third round tiebreaker. Can't add frags together because some teams home maps are faster scoring than others.
Another issue which is a big one is who gets what for tie breaker? Server? Model (who wants combine?) 2 maps was picked because it was the most fair way to determine a winner. When you get to 3 it becomes more an issue of who ends up screwed with combine for close matches. This was tried 2 seasons ago. I do not know if the proponents ever changed their minds though.

Cynips

2008-10-06 11:44:14

Walking Target wrote:
Divinity wrote:Why not let each team pick their own map from certified 2v2/4v4 maps :O
Been there, done that. It makes matches way too long because you usually need a third round tiebreaker. Can't add frags together because some teams home maps are faster scoring than others.
I'm not sure that faster scoring is that much of an issue since both teams have the chance to score fast. What matters would be a map where you can rack up a huge difference in frags - usually a high control index type map like overwatch.

Oh well, semantics... :D

Walking Target

2008-10-06 20:09:14

Yeah pretty much. It is actually a combination of both. Consider bio + lock as rounds one and two. One is def smaller and faster, but map control is also a key factor in both.

Cynips

2008-10-06 20:49:34

Yeah, if you're in control and are getting more frags than the opposition it's even better if you can extend that lead fast as well :)

mLIQUID

2008-10-08 23:32:34

thatguy wrote:
Smethious wrote:lostarena would be good for 1v1 or 2v2.... but really what we need are some new maps to give CAL some new life how about asking VALOR to make some new maps for CAL 3v3 and 4v4 ..etc etc.... I mean how long can you play the same CAL maps over and over and over.. dont get me wrong.. some maps are classic and Ill never get tired of LDr3 but some new quality maps would be a good idea
u cant just make a map and expect ppl to want to play it for cal i think that some of the best maps and most played maps arnt really considered good until ppl have played them i doubt a map maker before they even released a map said to themselves that their map is good and its good for cal cuz it has this and that. No matter how much u know about good maps its basically luck if the majority like your map. Like warlock it has a version for tdm but just cuz its made for that doesnt mean everyone is gonna like it. And also what do u think this thread is for? to find new maps it doesnt mean they have to be just released to be new but do u really think icepick is played nearly as much as any cal map..no so then i would consider it new

Agreed, a new map just isn't there.... you have to pick over what's been done and hope it's going to stick. Maps like Caverns are an oddity in their awesomeness. That being said, here's my input

2v2 - dm_7th_hour (or however it's spelled... remove 1 rpg... don't care you pick which one... maybe the one on the grassy knowl...knole... nole? can stay)
1v1, 2v2 - dm_lostarena (RPG FREE THANKS!!!... people swear against it but I like the idea, working lifts?... they work ok for me :) )
2v2, 4v4 - dm_caverns_r1
2v2, 4v4 - dm_powerhouse (I hear the SLAMS were the issue in the past)
2v2 - dm_joyride (can this be less laggy...can you say fps drop... valar help!!)
1v1 - dm_armaggedon (spelling again sigh...a 911 map I believe... with the crazy speed ramps. different fun stuff)
1v1 - dm_fuedal
2v2 - dm_octagon (barred because it originated from another game? was that the verdict?)

I'll repost if I can think of anything else later on

Walking Target

2008-10-09 02:00:09

mLIQUID wrote:1v1, 2v2 - dm_lostarena (RPG FREE THANKS!!!... people swear against it but I like the idea, working lifts?... they work ok for me :) )
They work if you are running onto them, but they dont activate if you jump down onto one, and then it activates if you run off. This behaviour is counter-intuitive. Example of what I have seen happen and has happened to me on occasion: player ends up standing on a lift they were trying to use to jump up, because they dropped onto it from above and it did not activate. Then upon realizing and running off it thinking its not going to activate, they double back to finally do their jump only to find its now activated after they left.

This whole sequence can = death.

Ko-Tao

2008-10-09 08:05:12

7hour, powerhouse: Too many bugs to be considered, not to mention theyve both got a huge weapon balance problem.

lostarena: A fully fixed and updated version is currently being completed by the original mapper. Also, it does play well 2v2, and would likely do well in that division as well.

joyride: Ill have an updated version of this ready for next seasons 2v2.

armageddon: This could be considered for 1v1 if the few bugs were fixed.

feudal: May return to 1v1 or 2v2. This can also easily be updated if needed.

bahlk

2008-10-09 10:23:30

idk why fuedal was taken out, it is a perfect 1v1 map imo and i have never played teamplay but there are more than enough weapons to play 2v2 with i would image

Fearsome*

2008-10-09 17:13:43

Armageddon (Q4) and Feudal (HLDM) are both copies from other games.

Paradox

2008-10-10 02:57:58

Does that mean you would rule them both out? As far as Feudal is concerned: HL2DM is basically a copied game from HLDM right? The "new and improved" version. Feudal is a fun map to play.

Sacrifist

2008-10-10 05:02:26

Fearsome* wrote:Armageddon (Q4) and Feudal (HLDM) are both copies from other games.
Why does that matter? A good map is a good map no matter how you swing it.

o-dog

2008-10-10 05:32:51

I was wondering the same thing... why the bar on maps from other games? I think the above maps would be great for competition, as would dm_campgrounds_pro and dm_battlecreek_no1

Ko-Tao

2008-10-10 05:57:48

Sacrifist wrote:
Fearsome* wrote:Armageddon (Q4) and Feudal (HLDM) are both copies from other games.
Why does that matter? A good map is a good map no matter how you swing it.
Agreed. For that matter, Biohazard is a HLDM remake, and Drift was originally made for AG2, yet they both play very well in HL2DM. Im sure most would say the same for Lostvillage, also a HLDM remake.

Originality is great- Tigcrik, Zeta, Lostarena etc are all fine HL2DM specific maps- but when the desire for originality starts locking strong maps out of the league (especially considering the glaring lack of solid new HL2DM maps) we have a problem.

CoNfuSed

2008-10-26 08:04:37

Yea, I think that even if the maps don't come from hl2dm should be considered, especially a good map like feudal which has no bugs (at least not that I know of) and is an excellent 1v1 map.

my maps:
change dm_cannon for dm_backbone: 4v4
change dm_avalon_b1 for dm_feudal: 1v1
change dm_scepter for something, maybe dm_l33thunia or w.e its called: 1v1.

ninojman

2008-10-26 09:51:07

Walking Target wrote:
mLIQUID wrote:1v1, 2v2 - dm_lostarena (RPG FREE THANKS!!!... people swear against it but I like the idea, working lifts?... they work ok for me :) )
They work if you are running onto them, but they dont activate if you jump down onto one, and then it activates if you run off. This behaviour is counter-intuitive. Example of what I have seen happen and has happened to me on occasion: player ends up standing on a lift they were trying to use to jump up, because they dropped onto it from above and it did not activate. Then upon realizing and running off it thinking its not going to activate, they double back to finally do their jump only to find its now activated after they left.

This whole sequence can = death.

walk to the edge and then back on, can be done quickly once you learn it.

Walking Target

2008-10-26 10:46:43

ninojman wrote:
Walking Target wrote:
mLIQUID wrote:1v1, 2v2 - dm_lostarena (RPG FREE THANKS!!!... people swear against it but I like the idea, working lifts?... they work ok for me :) )
They work if you are running onto them, but they dont activate if you jump down onto one, and then it activates if you run off. This behaviour is counter-intuitive. Example of what I have seen happen and has happened to me on occasion: player ends up standing on a lift they were trying to use to jump up, because they dropped onto it from above and it did not activate. Then upon realizing and running off it thinking its not going to activate, they double back to finally do their jump only to find its now activated after they left.

This whole sequence can = death.

walk to the edge and then back on, can be done quickly once you learn it.
Yeah you can do that except you shouldn't have to and that extra move could be the difference between eating an explosive, esp if you mess it up.

SND

2008-10-26 16:17:06

I don't eles at lostarena you just have to understand that it uses diffrent mechanics that other eles that where used to.

On death count on both maps to determine the winner well it true you can rack up allot of kills on certian maps compared to others but both teams have equal chance of racking up those kills on both maps but the overall frag count is determined on how well one plays those maps such as tactics, teamplay and control on focus points. Having a third round to determine the winner is not a good method because u allways end up with the argument who will be combine which is a disavantage.

Poor_Billy

2008-10-26 16:33:28

1v1
dm_lostarena
dm_drift_revised
dm_biohazard_cal
dm_tigcrik_r2
dm_aim_reloaded
dm_armageddon
dm_caverns_r1
dm_stamina

2v2
dm_octagon
dm_caverns_r1
dm_stamina
dm_amplitude_r1
dm_joyride
dm_drift_revised
dm_biohazard_cal
dm_zeta_rc2

4v4
dm_biohazard_cal
dm_zeta_rc2
dm_amplitude_r1
dm_octagon
dm_caverns_r1
dm_lostvillage

ninojman

2008-10-26 18:57:20

Walking Target wrote: Yeah you can do that except you shouldn't have to and that extra move could be the difference between eating an explosive, esp if you mess it up.
what about when you drop down from inside the room, you make the elevator go up and block someone from following you. Always found that to be a helpful feature. Besides this only happens when you drop down which i never understood why you wanna go back where you came that split second. If it's like Bio hazard you will not be able to drop down in the room.

Walking Target

2008-10-26 20:50:15

Well on the outside lifts its not that you want to go back where you came from, its being able to jump into the lift and use it as a spring board.

You can use it to block your opponent from above, but if the lifts go up after you run off it, it also cuts off that route as a path of escape should you need to double back. If you forget it works that way, you may end up stuck under the lift as it resets.

In a design sense its just that lifts represent a visual cue and you expect consistent behavior from them. Kind of like at a Quiznos sandwich place by my old work. They have doors that look like they swing inwards, but they only swing outwards, inconsistent with every other store in the area. We would sit there eating lunch and watch person after person slam into the door trying to get in, or tugging on it for a few seconds trying to get out before finally figuring out it goes the other way. Even when we knew which way it went, every so often we would mess up using them because it was so counter intuitive. Point is, you shouldn't need to be conscious of it, nor learn special tricks for it to work properly.

Zman42

2008-10-27 17:03:52

Poor_Billy wrote:1v1
dm_lostarena
dm_drift_revised
dm_biohazard_cal
dm_tigcrik_r2
dm_aim_reloaded
dm_armageddon
dm_caverns_r1
dm_stamina

2v2
dm_octagon
dm_caverns_r1
dm_stamina
dm_amplitude_r1
dm_joyride
dm_drift_revised
dm_biohazard_cal
dm_zeta_rc2

4v4
dm_biohazard_cal
dm_zeta_rc2
dm_amplitude_r1
dm_octagon
dm_caverns_r1
dm_lostvillage
you missed the nominations thread but mkay

Super Luigi

2008-10-27 18:39:18

1v1 dm_zeta_rc2
:D

ninojman

2008-10-29 21:25:01

dm_rapidfire

it is very nice and might work well for 1v1 or 2v2

just played it last night and is worth a run through if you haven't played it.

RPG is interesting to get

Paradox

2008-11-15 22:37:35

I have asked that this thread be locked.

We are going to redo the polls including maps from both threads.

The nominations are closed.