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Old 03-24-2011, 08:22 PM   #51
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If you're DYING for a map to play... petrol is updated. B is completely restructured Fastlink

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Old 03-24-2011, 09:00 PM   #52
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Quote:
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If you're DYING for a map to play... petrol is updated. B is completely restructured Fastlink
Pretty sure I have a17 on the server, actually. I was looking at it earlier in the week, though, and, while I think B will play better, I think D has way too much ammo on it. I was able to get a level 3 gun and dispenser up in like 52 seconds with just the wrench, the gun was up in like 28, I think. You have 2 full ammos drops in very close proximity to the last point, another a little further away, and the resupply itself is pretty easy to get too. Two engineers and a heavy would be a nightmare on that last point; although, we'd probably only allow one engineer and no heavy to test it initially.

If I remember right, I think you mostly fixed the chokes between the points so you can't just spam them to keep Red out while you cap.

Idk, we might just play it to see if it plays differently from how I think it would, would probably be interesting for a scrim or two, anyway.
 
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Old 03-25-2011, 11:36 PM   #53
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Yeah, ended up pugging the new version of Aqueous, Karst, and Process. Was interesting playing three maps that have water you can use to rj out of really effectively.
 
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Old 04-01-2011, 05:35 PM   #54
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Doing some more pugs tonight, probably starting around 8est. Since it's basically the off season now, I'm planning to really test some of the better maps we've already played to see if we can find something that can go into the rotation next season.

So, yeah, I'm thinking about picking like one of the maps on my short list of those that were fun and could really work in a league, and playing that map multiple times a pug session and maybe just introduce one new map a week or whenever people get bored testing the same map. Hopefully it works out all right.

Also, for those who aren't really keeping track, these are the maps we've played so far in the group (in no particular order):

cp_axle
cp_mainline
cp_tidal
cp_collis
cp_arcana
cp_bunk
cp_revanant x2
cp_grack
cp_crossroads
cp_stark
cp_integrity
cp_antiquity
cp_bazillion
cp_fallout x2
cp_petrol
koth_trotim1 x2
koth_watermill
koth_peaks x2
koth_pro_viaduct x3
cp_aqueous x2
cp_karst
cp_process
 
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Old 04-01-2011, 05:42 PM   #55
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If you want to test cp_hayloft link is in my sig. Within a week or so I'll have a beta map you can also test (Prelim shots are in the rundown thread. Also see sig)
 
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Old 04-01-2011, 07:42 PM   #56
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Thanks, Fr0zen, I'll try to check it out.


Edit: Played koth_peaks, cp_metalworks, and cp_process tonight.
 
Last edited by waxpax; 04-01-2011 at 10:12 PM.
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Old 04-02-2011, 05:01 PM   #57
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I've been talking to pingu for a while today about getting some of the maps we've played in this group into the pug.na rotation. He selected these maps to add: cp_arcana, cp_process, cp_stark, koth_peaks, cp_integrity, and cp_metalworks. So, hopefully there will be even more testing for those maps.
 
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Old 04-02-2011, 09:43 PM   #58
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Played koth_pro_viaduct and koth_stark tonight. I assume YM made koth_stark but I couldn't find a map thread for it (I found the map on TF2F) so I'll just post the stv for it here and hope it gets to the right place:

http://www.mediafire.com/?vol5mkwqc2472ic

Stark played all right, until we realized how powerful an engie and a heavy could be. At the end, both team's were running a sniper, an engie, and a heavy. The sentries were really annoying and the ramps/walkways up to the point were so small that it was really dangerous to use them, but a medic doesn't really have any other option to access the point. The cap time on the point seemed really long too.

Also, there are a lot of places where you can hide sticks in rocks and props:

In this rock


In this rain gutter pipe:


In this rock:


And this rock, basically, every rock on the map that's big enough
 
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Old 04-03-2011, 12:58 AM   #59
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This is koth_stark http://forums.tf2maps.net/showthread.php?t=13124
 
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Old 04-03-2011, 06:35 PM   #60
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Thanks, yyler, though I thought that thread was for the CP version of Stark.
 
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