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Let's discuss TPG maps

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#1
Elite_is_salty

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I'd like to know how other TPG players/teams feel about certain maps, which ones suit best their style, which ones the have most fun on ...

 

Personally, and I'm fairly sure our team (THC) thinks the same; Triangular maps make for much closer games than linear maps.

 

THC is a fine team, not the best, not the worst either. In the exception of myself, rest are hella good players.

 

We tend to have a horrible time against super strong teams in linear maps, because since they have better survival skills, they'll have the upper hand positioning wise pretty much the whole game and every silo we reach is just like a trap :/

 

Sometimes we manage to win against other teams, and when it happens in linear maps, it's always by a much bigger margin than in triangular maps. I think it's almost a fact that triangular maps make for much closer matches and IMHO more fun (cuz longer round and more intensity).

 

 

In triangular maps, teams will eventually start the rotating game, and that gives the less skilled teams chances to make some dmg if they coordinate well.

 

 

Even tho it's very unlikely to happen, I wish at least that tiebreaker maps are triangular (except if captains agree on another map)

 

 

 

Thoughts?


Edited by Elite, 29 July 2015 - 08:46 PM.

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#2
JackVandal

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i think its a valid point, though if a map is too small it can lead to death-balling, i think its something to consider for objective based modes, though i doubt the same would hold true for modes like tdm.


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#3
Elite_is_salty

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if a map is too small it can lead to death-balling

 

Yeah I think that a 1337 sniper can cause major dmg when positioned well in a triangular map.


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#4
Amidatelion

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It's not a matter of survival, it's a matter of DM capability. Linear maps require that you be able to fight an opponent on a point of their choosing the majority of the time after the initial scrum. If you cannot beat them, you will lose the match, with the possible (and I doubt it) exception of Frontline. Triangle maps give you a much quantity and quality of approaches on given points and so a team with better communication and coordination can claw back points and even beat teams that are strictly more skilled individually.

 

Please see B vs vR.

 

They are two different skill sets. The issue is coordination and communication are much easier to learn than DM skills.

 

The difference in match closeness is also an illusion. A stomp on a linear map is anything above 1000-0. A stomp on a triangle map is anything above 600-0. (Disclaimer: I am drunk and tired, these numbers might be off). The numbers are irrelevant. What matters is your team's performance relative to the opponent you face, and if you cannot judge that for yourself, you have a new set of problems.

 

Furthermore, tiebreaker maps must be set randomly at the beginning of a season without captain input, otherwise it can lead to teams focusing on certain strats for certain maps.



#5
Elite_is_salty

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otherwise it can lead to teams focusing on certain strats for certain maps.

 

AKA EPPPPPPICCCCCC BATTTTTTLLLLLEEEEEEEEEEESSSSSSSSSS


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#6
Nept

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WHOOOOOOOOOAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.

 

Wrong section, guys. 

 


Edited by God-King Nept, 29 July 2015 - 09:48 PM.

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#7
Elite_is_salty

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k


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#8
OdinTheWise

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they are all fuzzy bunny, get new ones lol


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#9
Elite_is_salty

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they are all fuzzy bunny, get new ones lol

 

I'll make you like 2 of em next week we meet.


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#10
crockrocket

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Well, I'm pretty sure TDM's best match thus far was vs vR on Wreckage. That was kinda unexpected though, in general I would agree that the triangle maps are more likely to lead to close games. Origin is the extreme end of the line maps. It ends up being much more DM heavy than Wreckage. Though I can see Frontline playing out much like Origin, experience there is limited thus far.


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#11
Hyginos

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Coordination is equally important on line or triangle maps. The difference is that coordination on line maps immediately results in a fight for a point, while coordination on triangle map can often result in multiple silos changing hands without anyone being sent to the garage.


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#12
comic_sans

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I like line maps because there is more murder and more C-class meat for my zerker to turn into hamburger.


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#13
CraftyDus

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Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

MA on prosk would make me so happy


Edited by Crafty, 30 July 2015 - 01:31 PM.

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#14
Amidatelion

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omg ur icon



#15
Massive_Assailant_Stingray

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Spoiler

 

Spoiler

 

Spoiler

 

Spoiler

 

MA on prosk would make me so happy

I'm not sure what you're trying to convey in this post. However judging by the inclusion of 2fort and longest yard(? I think that's what that quake map is called) your post is about iconic maps that are actually super poopy.

 

Speaking of poopy maps and how they relate to competitive, as well as public, play, I've done a write up on just such a topic.

 

https://community.pl...ken-maps-r-poop


Edited by Massive_Assailant_Stingray, 30 July 2015 - 08:27 AM.

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#16
_incitatus

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Something I didn't see mentioned is the spawn points. 

 

If you are triple capped on a triangle map, you are going to spawn on an enemy controlled point when you die - and so will your teammates.  This does not happen on the line maps since you spawn at the base.  I think this contributes to what Amid was saying about how a stomp on a line map is usually won by a higher point margin than the triangle maps, since a triple cap is harder to hold on the triangle maps.

 

 

Edit:  Crafty that avatar is perfect.


Edited by (thc)_incitatus, 30 July 2015 - 12:37 PM.


#17
CraftyDus

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I'm not sure ...... longest yard(? I think that's what that quake map is called) .

 

I was after "Space" from q3, and I would compare it to origin

I'd draw comparisons between frontline and 2fort

Harrington to Facility

and of course dust II to prosk

 


 

Edit:  Crafty that avatar is perfect.

 

Ty! I owe Amid for it


Edited by Crafty, 30 July 2015 - 01:30 PM.

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#18
TheButtSatisfier

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Crafty has a very marketable face.

 

The War Wednesdays artwork needs to be paired with Crafty's seductive poses to make a calendar which will send more women  people flocking to Hawken.


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#19
CounterlogicMan

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"Take a look at this post I made" - Nept Jabba the Hutt of TPG 

"?Goddammit nept...." Counter TPG PR guy

 

MA in general focuses on the ability to maintain map control while capturing silos. The way in which you do this is different on triangle vs linear maps. Since you spawn in a base on linear maps, the ability to strategically assault and hold points is emphasized. On triangle maps, the spawning is influenced based, for example if you have players on s1 and s2 the enemy will spawn near s3. Triangle maps might seem hectic but there really is a rhythm to them. Being able to TDM on points is just as important on both map types. On triangle maps you have to slay fast then gain map influence so that you can effectively force the enemies spawns to a single point. On linear maps the options for attacking into points are more limited so strategies are more specialized and execution for attacks/defenses can take longer. 

 

My team performs well on both types. We are better at specific maps not map types.

 

I like both. I am a very spatially aware pilot so I always know were everyone is and were they will spawn on triangle maps (even down to exact spawn locations). It is very comforting to know were your enemy/team is at all times. On linear maps i love to devise strategies (Wish my team had more time/people at practices so we could make them more fancy). I like the intensity of executing a well coordinated attack on linear maps and the adaptation required once teammates start falling really caters to my more creative/hectic play style.

 

The current map pool is good. Hawken maps are both good and bad. Every map currently in TPG rotation is competitive and has seen close games during season/preseason/scrims. In my opinion, I don't think many (if any) teams are actually using any of the maps to their fullest potential in terms of strategery. I don't think there should be a restriction on what maps are tie breakers. 

 

The maps do offer a lot of strategic options, opportunities for creative compositions/play, and are actually decently balanced. However, no Hawken map is particularly well polished. There are a lot of invisible walls; blue barriers that block shooting lanes that should be open (looking at you wreckage); uneven floors that not only make the game look bad but also make bouncing/floor based weapons (eoc) harder to use; dynamic shadows giving away mechs positions through walls/floors; geometry on/near walls that make no sense for a arena shooter other than for being annoying (purely aesthetic nonsense); almost every map has gravity wells on ledges; and the most annoying thing of all the mother fuzzy bunnyng sticky walls.

 

 

My solution to the problems with the maps. Give the community the map files/assets. Hold a contest. Most polished/well revised of each map wins. Boom community and reloaded win. *fires up UE3*


Edited by CounterlogicMan, 30 July 2015 - 01:59 PM.

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#20
Amidatelion

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Crafty has a very marketable face.

 

The War Wednesdays artwork needs to be paired with Crafty's seductive poses to make a calendar which will send more women  people flocking to Hawken.

 

The best part is, that's not even Crafty.

 

It's the evil, happenin' doppleganger of someone who is, in turn, a doppleganger of Crafty.


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#21
Cloudstorm

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Map space mechanics are important but I would come back and play if there were new maps!!




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