HL2 CTF and Escort

Archived from groups: alt.games.half-life (More info?)

McGrandpa wrote:
> "Peter Lykkegaard" <polonline@hotmail.com> wrote in message
> news:350642F4gkmubU1@individual.net
>
>>Something interesting is evolving
>>
>>http://www.chatbear.com/board.plm?a=viewthread&t=662,1105898728,16603&id=776645&b=4989&v=flatold
>>
>>Check it out fellow Steamers
>>
>>- Peter
>
>
> I've been expecting this. Oh, just think...remake ALL the CS levels to
> CTF! Woohooooo!!!!

Hmm.. Not sure if I'd enjoy playing the CS maps as CTF levels.. they're
not exactly equally balanced maps

--
Ben Cottrell AKA Bench
 
Archived from groups: alt.games.half-life (More info?)

"Ben Cottrell" <bench@bench333.screaming.net> wrote in message
news:3509f5F4gqgkoU1@individual.net
> McGrandpa wrote:
>> "Peter Lykkegaard" <polonline@hotmail.com> wrote in message
>> news:350642F4gkmubU1@individual.net
>>
>>> Something interesting is evolving
>>>
>>> http://www.chatbear.com/board.plm?a=viewthread&t=662,1105898728,16603&id=776645&b=4989&v=flatold
>>>
>>> Check it out fellow Steamers
>>>
>>> - Peter
>>
>>
>> I've been expecting this. Oh, just think...remake ALL the CS levels
>> to CTF! Woohooooo!!!!
>
> Hmm.. Not sure if I'd enjoy playing the CS maps as CTF levels..
> they're not exactly equally balanced maps

They don't have to be to be fun. Quake1 CTF maps were about half of
them balanced, the other half? Heh! One map cycle, blues have the
hill, next cycle reds have it. The MOST fun maps were fairly large
multi storied with some long stretches for clear shots. These were
simply SP maps set up with flags n bases :) The Hook was a great
equalizer. We could use a Hook in HL2MP :)
But true, the CS maps aren't goth or anything. Just urban mundania :)
McG.
 
Archived from groups: alt.games.half-life (More info?)

"McGrandpa" wrote

> But true, the CS maps aren't goth or anything. Just urban mundania :)

I don't now - the official maps from Valve has some potential 🙂
eg prodigy

- Peter
 
Archived from groups: alt.games.half-life (More info?)

Peter Lykkegaard wrote:
> "McGrandpa" wrote
>
>
>>But true, the CS maps aren't goth or anything. Just urban mundania :)
>
>
> I don't now - the official maps from Valve has some potential 🙂
> eg prodigy

Maybe some of the de_ maps would be OK for CTF, they generally seem more
balanced... but can you imagine trying to play CTF on maps such as
cs_assault? it doesn't take much imagination to see which team
everyone would pick...

IMHO, the best CTF maps are the ones where both halves of the map are
mirrors of each other (TF style), so that neither team has any advantage
from the map design


--
Ben Cottrell AKA Bench
 
Archived from groups: alt.games.half-life (More info?)

"Ben Cottrell" <bench@bench333.screaming.net> wrote in message
news:3520cvF4h47mbU1@individual.net
> Peter Lykkegaard wrote:
>> "McGrandpa" wrote
>>
>>
>>> But true, the CS maps aren't goth or anything. Just urban mundania
>>> :)
>>
>>
>> I don't now - the official maps from Valve has some potential 🙂
>> eg prodigy
>
> Maybe some of the de_ maps would be OK for CTF, they generally seem
> more balanced... but can you imagine trying to play CTF on maps such
> as cs_assault? it doesn't take much imagination to see which team
> everyone would pick...
>
> IMHO, the best CTF maps are the ones where both halves of the map are
> mirrors of each other (TF style), so that neither team has any
> advantage from the map design

Q3CTF4 "Space" is just such a map. Some hate it, some love it. I have
a botmatch config set up just for that one. Small open map. No hiding
:)
It's ok to like one style of map. Can't please everyone with one kinda
candy bar :) There are maps in every game that are mirrored, and then
there are the wild n wooly style. Some of those are great fun. Some
are tedious. Some of the very best maps I've ever seen for CTF were
from Quake1. There were a few from Q2 and Q3 that are classics of
course, but the majority of the greats were from Quake. Thunderwalker.
Facing Worlds from UT is an outstanding map for CTF. I never found any
I really liked with UT2003 or UT2004 except Antalus.
HL2 or Source rather looks to be an excellent foundation for just about
any type of online game. What I saw with just that one afternoon of
screwy CS:S showed me a lot of great stuff. I'll own it now; I wasn't
really paying as much attention to the GAME as I was the maps, the
gamePLAY, how well it was behaving on my system, what those levels
looked like in quality of graphics etc. etc. I was impressed :) I
was very pleased with the physics end of things too. Like you can
literally sneak up on someone and knife em in the back. If we'd have
had our 'team radios' on, someone coulda warned Stri and he'd have had 8
kills in 10 seconds :) As it was, the last one of their guys stabbed
him in the back. Stri almost got them all single handedly! :) I
think it's cool that some situations like that can occur. The game and
level is wide open to the players. Skill and luck are your only limits.
Come to think of it Ben, the majority of really great fun CTF matches in
Quake CTF were with 'mirrored' maps. McKinley Base, The Kiln, The
Proving Grounds, Dysphoria, Forgotten Mines to name a few.
Maybe I'll try my hand a making a map or two :)
McG.
 
Archived from groups: alt.games.half-life (More info?)

"McGrandpa" <McGrandpaNOT@NOThotmail.com> skrev i meddelandet
news:YMYGd.25601$Z%.6468@fe1.texas.rr.com...
> "Ben Cottrell" <bench@bench333.screaming.net> wrote in message
> news:3520cvF4h47mbU1@individual.net
> > Peter Lykkegaard wrote:
> >> "McGrandpa" wrote
> >>
> >>
> >>> But true, the CS maps aren't goth or anything. Just urban mundania
> >>> :)
> >>
> >>
> >> I don't now - the official maps from Valve has some potential 🙂
> >> eg prodigy
> >
> > Maybe some of the de_ maps would be OK for CTF, they generally seem
> > more balanced... but can you imagine trying to play CTF on maps such
> > as cs_assault? it doesn't take much imagination to see which team
> > everyone would pick...
> >
> > IMHO, the best CTF maps are the ones where both halves of the map are
> > mirrors of each other (TF style), so that neither team has any
> > advantage from the map design
>
> Q3CTF4 "Space" is just such a map. Some hate it, some love it. I have
> a botmatch config set up just for that one. Small open map. No hiding
> :)
> It's ok to like one style of map. Can't please everyone with one kinda
> candy bar :) There are maps in every game that are mirrored, and then
> there are the wild n wooly style. Some of those are great fun. Some
> are tedious. Some of the very best maps I've ever seen for CTF were
> from Quake1. There were a few from Q2 and Q3 that are classics of
> course, but the majority of the greats were from Quake. Thunderwalker.
> Facing Worlds from UT is an outstanding map for CTF. I never found any
> I really liked with UT2003 or UT2004 except Antalus.
> HL2 or Source rather looks to be an excellent foundation for just about
> any type of online game. What I saw with just that one afternoon of
> screwy CS:S showed me a lot of great stuff. I'll own it now; I wasn't
> really paying as much attention to the GAME as I was the maps, the
> gamePLAY, how well it was behaving on my system, what those levels
> looked like in quality of graphics etc. etc. I was impressed :) I
> was very pleased with the physics end of things too. Like you can
> literally sneak up on someone and knife em in the back. If we'd have
> had our 'team radios' on, someone coulda warned Stri and he'd have had 8
> kills in 10 seconds :) As it was, the last one of their guys stabbed
> him in the back. Stri almost got them all single handedly! :) I
> think it's cool that some situations like that can occur. The game and
> level is wide open to the players. Skill and luck are your only limits.
> Come to think of it Ben, the majority of really great fun CTF matches in
> Quake CTF were with 'mirrored' maps. McKinley Base, The Kiln, The
> Proving Grounds, Dysphoria, Forgotten Mines to name a few.
> Maybe I'll try my hand a making a map or two :)
> McG.
>

The Lfire maps for Q2CTF was among my favvs..

lyset
 

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