I think the most uncompetitive is a tie between ztn and dm6, due to the unfairness of initial spawns in some situations. In competitive map it can't be that someone gets full control just because they happen to be born to right spot.
In order:
1. dm6 - cointoss (hi fox and noctis), usually very one-sided map
2. qzdm13 - +back zzz turtle map
3. qztourney7 - run back and forth between MH and RA, kill at one item, often lose the other one FFA map
4. qztourney9 - really limited tactics wise, but mostly fun to watch and provides close games
5. ztn - apart from some bad starting spawns and the occasional +back game, really awesome for making stuff happen and constantly provides interesting games
6. AEROWALK!!!
leagues and events organizers should step up and put some pressure on iD to release few more maps. end of story!
huh? why should they? id even dont support own kid.. organizators just can move to other game where mb they get even money for putting it into tournament
nvc voted: [1] qztourney9 - The House of Decay, [2] qzdm13 - Lost World, [3] qztourney7 - Furious heights, [4] qzdm6 - Campgrounds Redux, [5] ztntourney1 - Blood Run
Even if it is absolutely annoying on dm6 when you get a bad spawn..
supremej voted: [1] qzdm13 - Lost World, [2] qzdm6 - Campgrounds Redux, [3] qztourney7 - Furious heights, [4] ztntourney1 - Blood Run , [5] qztourney9 - The House of Decay
Would love to see dm13 and dm6 getting removed and two new maps added.
so, beta test group players were asked to make some polls to remove few maps which will be replaced by new ones very very soon, as of quakecon on? am i right or am i just hopelessly naive?
The easiest way to do this is a community map contest.
id fails so hard for not using its community, which kicks all ass.
New CA maps with duel arenas and 2v2 type shit.
New TDM maps and 2v2 TDM maps
New CTF maps with runes and without runes
New FFA maps with TRAPS.. like some guys get crushed under a platform or fall into lava/acid when you press a button so they get negative frags so you can try to get back in the lead before they reach 50.
They also need to do:
- change nailgun to q4/q1 type
- add freeze tag (Even the inventor said its okay to add it, and he will help them.. lol 2 years ago..)
- add CTFS (it's like counterstrike meets ca, perfect for noobs)
-
website ladders and ELO rankings (for the competitive)
- OSP in game stats with how many mega's/ra's taken and damage and possibly osp names colors/graphic styles (so easy and nice to implement)
- MVD (obvious)
- private servers (obvious)
- website page with irc style pickup chat [more community involvement]
- website page streaming 1 random duel match streaming (that is been played right then) where people can go and chat about what they are seeing. [community involvement]
FUCK, just hire me to oversee this shit, I'll make quakelive boss in 2 months easy.
dm13 and ztn are the best maps, and when someone whine about them you can understand the degree of the noob inside him.
We need brand new maps? ok, then: years have passed since ql has been created, and no one have made maps better than the 10 years old ones.
Only t7 is a new duel map that really deserve to stay in the mappool.
(by the way, if i would invent a new extraordinary map, i wouldn't waste it making a present to ID.)
If u mean that is boring to watch the same maps, a sistem could be to make 2 maps of the mappool chosen randomly between all the duel maps that are in the duel maps list: not sure if it would work, but would be interesting because the maps wouldn't be played by memory.
I don't like dm13 at all. If you lose the frist frag then most of the time you will give away the next few frags. It depends on your spawn and item timings. But in the end you will lose vs. a good and smart player like rapha who runs yellow/shards/bubbles only and eventually punishes you with rockets in the small corridors whenever you try to attack him. (same with cypher @ dreamhack => boring)
I see that gillz conceived a cunning plan:
1. Join QL secret map betatest group
2. Persuade id software to change whole mappool the day before quakecon
3. ????
4. PROFIT!
there is hub3tourney1 remake and 2 more surprise sauce maps, imo one of them can become a competitive map, so basically we will get 2 new maps. since we can not have a 7 map duel pool, being good on ztn and dm13 will always be valuable. Also though I personally dont like t7, that map is competitive if they do something with the stupid shotgun spawn near RA, that keeps on happening violating the spawn policy of quake-live, dont know how.
Also ban dm6, just get rid of all binary copies of the map that exists worldwide..err on second thought no..its playable in tdm.
And of course they would be unhappy at first, when you only have to do X work but are then told you need to do X+Y work you aren't going to be crossing oceans to take up that offer.
If it was only up to the players then we would probably still be playing just dm6, ztn, pt4 map pool.
i think all old maps should be removed.
ztn dm6 out then dm13 ( since its the map more different compared to the last q3 one) .
i wouldnt add hub for cups...it doesnt fit QL at ALL.
mefajpE^ voted: [1] qztourney7 - Furious heights, [2] ztntourney1 - Blood Run , [3] qzdm6 - Campgrounds Redux, [4] qzdm13 - Lost World, [5] qztourney9 - The House of Decay
i do not take part in the poll, my view is biased ofc
dm6....might be a bit imbalanced, yes, but if id manages to fix the (atm) broken spawns the situation will improve a lot. as often repeated it brings loads of great matches and i like to play it, although i'm not sooo good there.
ztn....very alike dm6 imho, 4-5 frags in a minute are very possible and getting out of control in the beginning is fatal. the initial spawns are broken (gl/rail) and +backing is too easy.
dm13...tactically very interesting map IN PRO PLAY. +back is necessary (not a bad thing GENERALLY), least played map for amateurs. I personally would like to play it in its pro-dm9 form in quakelive before throwing it outta the mappool.
t7....nice design/architecture for a duel map and imho only inferior to dm6 in that point. BUT: all non-vertical fights are on a plain surface around a (sometimes big, sometimes small) pillar. thats a bit boring imho. the tiles (same as stair-elements) on other maps are purely luck based. the running for the big powerups is a nice addition to the gameplay and rewards thinking out-of-the-box and being a step (or 5) ahead of your opponent. I have the feeling (even pro) players aren't even halfway there how this map might be played. I'd love to see where gameplay goes with this map and there is no reason to kick out either of the new duel maps.
t9...demands the quickest decisions by the player ("you have to be moving all the time" - cooller) and control is never safe for you, just like t4 it rewards good reading of your opponent and good fighting skills (=/= aim). it's my favourite map and i think there is no downside to it.
there are still people who only play ztn and dm6 only because they don't want to lose vs. noobs like me. all five maps are great, but i only played quakelive, so it isn't on me to decide if 'we' are sick of dm6 and ztn already. there is no reason to (-) one of the new maps, both of them bring something new to the game gameplay wise and attract new players in different ways.
I find t7 to be the best map - it has a good flow to it, it's not too boring, +backing won't help, it doesn't overly punish you when not in control.
The downsides to it would be the fact that most fighting happens in close proximity to the MH and RA, while the rest of the time you end up railing. Then, the water is shitty and the floor tiles sometimes block damage, same as in t9. Ditch that shit.
Lethe voted: [1] qztourney7 - Furious heights, [2] qzdm6 - Campgrounds Redux, [3] qztourney9 - The House of Decay, [4] qzdm13 - Lost World, [5] ztntourney1 - Blood Run
I'd add [6] Qztourney4, [7] Hub3AeroQL
[1] the water and the shitty stone placement makes t7 totally random + it looks like something that ran out of unreal tournament, too much rail-friendly.
[2] simple map, pretty much everyone knows how to own @ dm6.
the rest dunno. but they are surely better than these 2.
why thinking about removing maps?
it would be best if the map pool was of 7 or 9 maps (think of them like characters in a fighting game). people with good knowledge all around and with enough variety of style in their game to accomodate each map would win.
they should replace half of the stairs on ztn near rl with a ramp so you can sneak to rl without the telecamping faggot hearing you and so you can ambush the guy.
The only thing that can be read from this poll so far is that ztn is the prefered competitive map, the other options are too close each other (only 7% difference from 1st(dm6) to 4th(dm13))
So this poll is null, map pool stays and just in case gillz sucks.
imo competitive maps comes from the way pro players play on the maps too, not just simply by its architecture and item locations, so I was putting ztn 1st (good items locations and all the stuff + pro players are highly skilled on this map) and there comes dm6 in 2nd place (one of the worst item locations but hey the value of matches played on it are in the top of the pyramide), then dm13 and then when they play with the best they die like the rest
DM6 - Its a very punishing map if u do mistakes, good control is hard to break. Would prolly be very good if there would be added couple more shards to ya side of the map.
ZTN - A good map. You need brains and aim both to blossom in this one.
DM13 - Also a quite good map, but its too easy to +back in this one. Corridors should be a bit more wide and maybe even slightly curved. Otherwise a good map.
T7 - I hate this one, all fights are rockets behind the pillars stuff or rail from long distance... LG has a very little use... Also its hard to maintain a clear control and usually games come quite rushy because of that and also quite luck based (stair rockets etc)
T9 - IMO the best map of all these. Think fast, aim good and predict your opponents game and u will be strong here. Its perfected, no changes really needed, except maybe the holes in the floor, sometimes fights get quite random cuz of them...
[edit] Spawnsystem is quite retarted, both in start spawns and in normal spawning... imo it should be made completely random or somehow so that it would be possible to force spawns by controlling player...
Hope they will release new maps soon, would be nice to play something else for a while. I have never played q4 really but i still have seen some games and i feel like there are few maps that should be added to QL (phrantic, moonsoon)
dm6 is also just way to simple and play hasnt evolved much in recent time. we sometimes still get to see great matches on it but most matches are kinda one sided and it annoys a lot of players. needs to be replaced as soon as we have alternatives imho.
agreed, ztn is fine. except for the horrible spawns
dm13 +back is a problem, but dm13 has a unique play and should remain imho
t7 - "I hate this one" thats not what this thread is about, but good to know your biased ;)
i agree that the randomness of the pillar fights is annoying but...
why is it bad that we have a map that is hard to get real control on? its not impossible but sometimes its easy to get back. we have 2 maps without rail, i dont think its bad at all that here, rail is more important than lg, diversity ftw. and its new, the gameplay still evolves
t9 - lmao. such a crappy map, the layout it way too simple, fights repeat itself every 5 seconds and the cracks on the floor make some rl fights completely random. stupid map that is fine for fun matches but not for competitive matches
how is dm6 winning? everyone knows that a few bad spawns on it can determine the outcome of a game. That has nothing to do with skill or competition it has to do with luck.