That majin guy got railed within 5 seconds after 75% of the spawns, instantly maybe 33%. Great!
Why not add.. lets say.. 100 spawn points? Several in the same area but on different sides of a corner, and so on. Is there any reason behind maps having 6-7 spawn points only?
Or why doesn't people spawn invulnerable for lets say one second, but cant attack either, just so they can move one meter or so and avoid for example getting railed insta.
Tell me oh great hardcore quakers, I need to know! I'm guessing spawn raping is viewed upon as a great skill and extremely entertaining to watch though.
yes it is, if you can memorize the spawns in a map, and then predict the spawn the player will spawn at then you deserve to get the spawn kill.
I like these types of demos, now you can figure out the basic spawn pattern of fleet/blip without having to practice ti for hours and figure it out on your own:)
but do they really 'deserve' the kill? killing an opponent with no chance of them being to react, just by learning certain technicalities of the game...
It means it is even harder to catch up when your losing. Luxuries like free rails that make your opponent spawn with 24 health should not be given to an already winning player, imo.
I think having a large number of spawns is a great idea. It also means players have to adapt a little bit better, they will be spawning in more varied positions so they cannot fully memorize every spawnpoint. And if the winning player wants to finish as the winner, he has to continue playing well with good aim, tactics and control.
in all fairness to clock, who did play the map well it looked like a game of cs it was slow and boring. maj did nothing to help himself going for the same things over and over again and when spawning when he could move going the same way. was total map domination and well played but about as exiting to watch as jabb0rs mum
Well, as the name of the file suggests this wasnt the first game on that map we played. Put simply the act of being continually spawn raped put me in a state Im sure you're familiar with. At some point I started playing unconcously instead of actually playing smart.
However in the case that you discribe unfortunately the only option you have when you spawn in that area other then going for the rocket is to go through the portal. Now if you observe the location that cl0ck positions himself when he hits that rail you'll notice that he also has a clean shot at the exit of the portal. Believe me when I say, both moves have the same outcome.
cl0ck is a great player, he learned how to dominate well on Blip1. His strat is a perfect counter for the way most people play Blip.
Do not assume that because he engages in this style play that he doesnt have skill. He appears to be a smart player that addapts to a situation as needed. If somehow I forced him into a fast paced battle for control he definately can hold his own.
Im not ashamed to admit that I was outplayed by a player who I consider more skilled and experienced then me. Ill play him whenever I get a chance and will surely inch closer each time. To him I say, Good game and good show.
As for me, the practice continues, look for me in the future months.
ok, hf then =) its just that i would rather go with the telporter, as he has to reload first and you might even make it down the left side towards mh befor he gets another clean shot
the fault is not on q4's or on clock's side. this map simply sux tbh. and it all started in q3 when hubaeroq3 was chosen as a tournament map. when do people finally see that maps consisting of only one room devided by some random pillars are not suited for competetive play.
why are all these cpma maps remade for q4? most of them giving horrible gameplay in both vq3 and vq4 as we can see once again. why dont take people time to make some real good maps like ztntourney1 where you cant look from one side of the map to the other? even on pro-t4 you couldnt look through the whole map. I mean good maps where you actually have to "run" the map to stay in control and not just camp somewhere. removing the rail from maps is just the admission that the map is broken.
I appeal to the map makers to make some good maps with several seperated rooms and not just copy maps that dont fit into this game. you have to force the players to move their asses. you have to do it with your level design and item placement and yes I say it a third time SEPERATED ROOMS. thats the way to break rail abuse and spawnraping and heal q4.