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Remove Race for Victory 3 from Rotations #327
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I think if more players were on the map, it would be much more enjoyable. Also, has anyone played RFV4, and if it could be a good choice for rotations? |
@CoWinkKeyDinkInc The matches are usually pretty much filled up, and yet what I described above continues to happen. Also, I've played RFV 4 once and I think it's a bit too messy and lacking aesthetics for it to go in the rots. |
I've never been overly fond of the map. mapdevs, ratings? |
@CoWinkKeyDinkInc @DoomRobotBoy RFV4 is a joke map and an admin told me that the RFV3 is the last RFV map. I agree with the OP, defending alone (or with 2 more players) is impossible, the wool year makes it easier for the enemy,if you defend 1 wool, they would get the gear from another and get in easily. |
Defending is extremely hard on this map. I think its a good idea to remove On Thu, Dec 18, 2014 at 9:13 AM, José Daniel Durán <[email protected]
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Its not too friendly to defenders and thats why some people like it as they can get easier objectives but I don't think it should be removed unless ratings are under 3.7 |
Rating is 3.84 putting it as a top 3 rated CTW of all time. I STILL agree with removing it |
Hmm... @Mikeg542 Theres a couple improvements that I would suggest to make defending a bit better which is making the "lane" infront of the wool room a bit thinner and maybe giving players weakness if they are in the wool room it self. Could make people a bit more encouraged to defend. |
@Mikeg542 That's probably all the players who want to farm objectives to get on a tourney team. |
If a map is rating so highly and seems to be enjoyed widely.. why remove people's fun? Their motivation doesn't matter much. And really "to get on a tourney team" is stretching this origin out too far. |
Just played a match, a bedrock wall for the first 5 minutes would help. The rushing and triple capping is a PITA. |
@mrapple People will get bored after two minutes, the wall can't be there for too long. |
5 minutes to get armored up and start building some defense would go a long ways IMHO |
@mrapple A minute would be enough but I think maybe making wool rooms open only after a team gets 20 kills (if possible, maybe with monument modes) could fix the issue. Some people might dislike that but it might work. |
So what about a bedrock wall for 2 minutes in the middle and a bedrock wall for 5 minutes in the wools? |
@mrapple Well you made the map, will you continue to develop it? I think a bedrock wall would be excessive, but some sort of pre made defense is needed |
Using crazy XML on this map isn't any good. Bedrock walls will not solve any gameplay, you basically just force the map to stalemate. The map isn't any good any more. The insane chokepoint annihilates every sort of gameplay this map could offer. Everything just clogs up near the front lines making the map very boring. If you can't change the actual layout of the map, but instead use XML to fix problems, the map will not improve in any feature but length. |
A better solution may be to widen the front lines, and fill that split in the middle of the front lines that you can't cover up. |
Lowering the maxbuild height (in the whole map or just in the frontline) and making the void gap bigger would help. |
I honestly think the back wool rooms should be removed, and the back ring as well. It's already hard enough to make a defense, and I've never seen any point in single capping when nobody defends the back wool and then I could easily get to the last wool from the back with no players running my way. |
+1 I agree there is to much blockspam and its very hard to defend. |
The ratings are now at 3.66 and most matches are under 10 minutes. |
I've been thinking of a way to update this map to make it easier to defend and less rushable, It was already mentioned that the build limit should be lowered. For the woolrooms, getting rid of the third one and replacing it with a void gap would make it a lot harder to get around. That would also mean getting rid of the third portal so players would use the two side portals to move around. To make the other two wools easier to defend, adding path to each wool room (instead of it being the length of the circle) would help. Lastly, we get too many blocks at spawn. I would say a stack of planks and half a stack of glass would be enough. |
I also think that the woolroom supplies needs to be tuned down a bit. On Mon, Nov 2, 2015 at 1:25 PM, Luigi [email protected] wrote:
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I think it's time Race for Victory 3 should go. I though I think it had it's best days.
It's now more of a wool-farming map, which will either end up in a quick rush with 1 guy getting a triple cap or it will end up in a skybridge war ending 15 minutes later. I think that the idea of the server (it being a circle having something important on every 'end' (3 wool rooms and the front lines)) is nice, though it won't do as good today as it did when it was made.
There are however good replacements with similar idea's like Fourchette, where defending is better to do, and where games won't be stalematey or end the same.
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