I'll reorder your post slightly to make the reply flow better.
The plasma rifle and SSG cannot be compared for the simple reasons of lag/unlag and projectile vs hitscan behaviour. That's a faulty argument. Plasma is also more spray and pray. And in general pretty useless in a lot of ctf maps.
The plasma is certainly not useless in my maps, and that's not the best use of the weapon in this map pack, I'm surprised you didn't notice that while you were playing.
I'm surprised to hear you think the plasma is not useful "generally" in CTF, I remember it being quite effective in large flat areas, in fact if somebody lays down a line of plasma in a narrow flat area it can be literally impossible to dodge. Something I try to avoid.
>RL starts
RL starts are never a good idea. Cockblock city, my god. And it's supposed to be the primary weapon? Holy shit.
I don't remember saying there were rocket launcher spawns.
Most of the spawns are shotgun spawns, I suppose there could be a few spawns near rocket launchers as well, though if my memory is correct there is always another weapon near it if you would prefer something else.
>CG and SG
CG starts are good for anything. Same with SG. Don't limit it to what you perceive is the intention.
I was talking more about weapons in general, not weapon starts. Chainguns are also useful at extremely long ranges (though I consider this more of a backup plan for when you can't get closer) and possibly even short range if you have good aim, but I would prefer to use a different weapon at closer ranges (more damage, less chance of getting blown away by what could be a powerful weapon in your opponent's hand).
A full pub game doesn't mean shit on most maps. Neither do a few priv games. Sometimes it takes a long time to figure out what maps are actually good or bad,
I agree, there were some maps in Chex Pack Zorchmatch that it took me years to find that they were not good, and I still delete and improve old maps as problems arise. I'll treat this mod the same and improve it (even deleting/redoing maps) if I find anything big enough to justify that sort of overhaul.
However that doesn't mean that private testing can't be useful. I've found that the gameplay with a few players scales quite well up to a large group... also...
Sometimes it takes a long time to figure out what maps are actually good or bad,
If tha'ts the case then why are you so sure about this mod being bad?
Decay wrote:
Actually, believe it or not, a map is not good or bad based on whether or not you like it.
Hmm... I agree that a flawed perception doesn't make a good map, which is precisely why I'm interested in hearing criticism.
I've been working towards making the best FPS possible, which is literally accomplished by taking the best ideas I have.
Though, the way you phrased it seems strange. A game I enjoy is one that necessarily has the best design decisions that I can come up with, considering the benefits (layouts that encourage fast movement, complicated dodges, and usage of map geometry in combat) and the costs (larger, more difficult to learn maps); I can certainly adjust my design decisions, but it will always be the modder's choice what to implement.
Goddamn, didn't I tell you before the earth does not revolve around you?
but again >center of the universe so there you have it.
I know you will ignore this because >i me my syndrome but it's useful to think about nonetheless.
I'm curious, where did you get that impression? I don't remember ever saying that your opinion was less important than mine, this is just a simple discussion about CTF mapping, something we both do, I've made no accusation that you're unintelligent or incapable of forming a valid strategy for making CTF maps.
I think the fact that the layouts weren't simple wasn't what generated my distaste, but the blatant and flagrant tangent from the maps you based them off of in the first place. Honestly, besides one or two rooms that looked (sorta) like they did in Doom 2, the map altogether did not at all follow the same layout as the original maps. This may have bred issues with navigating the maps since we've all played Doom 2, we know where to go and how to get there. In this wad, we knew where to go, but not how to get there, because (in all honesty) the author butchered the original schematics to the point where there were obviously gimmicky aspects for the sake of gimmicks. (Holes in the walls of Map 02?)
This is true, the layouts in doom 2 CTF are significantly different than the original maps. I guarantee that there were no changes done to be gimmicks. They were all made in an attempt to increase the amount of strategy and general flow through the maps.
I can see why this would cause some initial confusion, because the way you went through the map the first time in the original game won't work, and some of the rooms have been changed around, which made Doom 2 CTF more of a CTF mod themed like Doom 2 (my challenge was to preserve as much of Doom 2 as possible, though that usually meant splitting up rooms, rearranging them, and changing floor/ceiling heights) and not a mod that was Doom 2 with flags.
I'm not sure what you mean by "holes in the walls" -- do you mean the areas I opened up or the places you shoot into to get the BFG?
The SSG's were too hidden.
I mean come on. It's not like they're BFG's.
The availability of SSGs depends on how the maps are made, MAP12 had the hardest to find SSG because it had a lot of areas that slowed the player down making him more vulnerable to SSG attacks.
MAP06 by contrast had a lot of open areas so the SSG was easy to find. Also, again, I did this to try to get people to use other weapons and discourage Shoot-esque gameplay in CTF.
Also, the BFGs are even harder to find.