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Poll
Question: my maps should be removed Huh yes or no!!!!  (Voting closed: December 18, 2011, 12:42:16 pm)
yes - 0 (0%)
no - 0 (0%)
Total Voters: 0

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Author Topic: remove Gorks maps  (Read 6991 times)
0 Members and 8 Guests are viewing this topic.
GORKHALI Offline
EIR Veteran
Posts: 1472



« on: December 16, 2011, 12:42:16 pm »

well lets see wat the voices say Wink
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #1 on: December 16, 2011, 12:58:10 pm »

JUST FIX THE FUCKING MAP TO MAKE IT LIKE LEOPHONE SAID!!!

FUCK!!!

No really gork, the map has the ablility to be a fine map but if you refuse to listen to people that have done this like 10 fucking times or more then just get rid of it, the map is so wide it makes you mom look at herself and think "Atleast i aint that fat".

Yes you want to make a beach assult map and you can do that but having it so wide like it is makes it more of an indirect fire attacking ground and the pathing is fine of all things but there is really nowhere to path too.

DO NOT SCROLL DOWN!!
« Last Edit: December 16, 2011, 01:02:39 pm by TheIcelandicDictator » Logged

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Valexandes Offline
Donator
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Posts: 280


« Reply #2 on: December 16, 2011, 01:06:45 pm »

Leophone's suggestions would completely ruin this map and make it pointless to play.

This map is really cool when you realize as allies not to push much past the cliffs.
The only issues I have with this map are:
The allied spawn territories should be swapped to low points so they cap faster.
A number of other sectors should also be moved from high to medium or medium to low so they cap a bit faster.
The bottom bit of the map should just be cut off and all the spawns moved slightly closer together. This would keep the feel the same but allow for more support and more action.
A couple access points should be added to the hills to prevent funneling being too easy for the defending side.

If all these are done this would probably be my go to map for 4v4s because it looks fantastic and i like how it plays. It's a bit slower and more thoughtful than the typical run and gun.

Oh and widen a couple paths just a tad so that bunkers aren't as effective in blocking them off to all traffic.

If you hate this map play it a second time. The first time I played it I swore I wouldn't ever again. The second time I played it I actually had a good time and really enjoyed it. It has a lot of options available in where you can move and defend and it requires a different mindset but it's definitely an enjoyable map once you have seen it and get an idea for what to expect.
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Your mom, and your grandma wont know....
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #3 on: December 16, 2011, 01:09:40 pm »

aww Sad
Logged
Dnicee Offline
EIR Veteran
Posts: 998



« Reply #4 on: December 16, 2011, 01:09:43 pm »


This map is really cool when you realize as allies not to push much past the cliffs.
The only issues I have with this map are:
The allied spawn territories should be swapped to low points so they cap faster.
A number of other sectors should also be moved from high to medium or medium to low so they cap a bit faster.
The bottom bit of the map should just be cut off and all the spawns moved slightly closer together. This would keep the feel the same but allow for more support and more action.
A couple access points should be added to the hills to prevent funneling being too easy for the defending side.

If all these are done this would probably be my go to map for 4v4s because it looks fantastic and i like how it plays. It's a bit slower and more thoughtful than the typical run and gun.

Oh and widen a couple paths just a tad so that bunkers aren't as effective in blocking them off to all traffic.

If you hate this map play it a second time. The first time I played it I swore I wouldn't ever again. The second time I played it I actually had a good time and really enjoyed it. It has a lot of options available in where you can move and defend and it requires a different mindset but it's definitely an enjoyable map once you have seen it and get an idea for what to expect.


+1
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #5 on: December 16, 2011, 01:15:34 pm »

lolwat?
how can you +1 that?

half of what he said is literally BS (all sectors cap at same speed)
he says my suggestions are wrong even tho he does agree with everything I said:
- the spawns are wrong,
- the pathfinding is fucked up on some places,
- the map needs to be smaller
- those cliffs cause imbalanced advantages (I suggested to rotate map 90* fixing that issue as well)
Logged
Computer991 Offline
Donator
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Posts: 1219



« Reply #6 on: December 16, 2011, 01:18:21 pm »

Leophone's suggestions would completely ruin this map and make it pointless to play.

This map is really cool when you realize as allies not to push much past the cliffs.
The only issues I have with this map are:
The allied spawn territories should be swapped to low points so they cap faster.
A number of other sectors should also be moved from high to medium or medium to low so they cap a bit faster.
The bottom bit of the map should just be cut off and all the spawns moved slightly closer together. This would keep the feel the same but allow for more support and more action.
A couple access points should be added to the hills to prevent funneling being too easy for the defending side.

If all these are done this would probably be my go to map for 4v4s because it looks fantastic and i like how it plays. It's a bit slower and more thoughtful than the typical run and gun.

Oh and widen a couple paths just a tad so that bunkers aren't as effective in blocking them off to all traffic.

If you hate this map play it a second time. The first time I played it I swore I wouldn't ever again. The second time I played it I actually had a good time and really enjoyed it. It has a lot of options available in where you can move and defend and it requires a different mindset but it's definitely an enjoyable map once you have seen it and get an idea for what to expect.

+1

Gorks maps are great they add some new spice into eirr dont change man, fuck the haters.
Logged

Valexandes Offline
Donator
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Posts: 280


« Reply #7 on: December 16, 2011, 01:23:58 pm »

lolwat?
how can you +1 that?

half of what he said is literally BS (all sectors cap at same speed)
he says my suggestions are wrong even tho he does agree with everything I said:
- the spawns are wrong,
- the pathfinding is fucked up on some places,
- the map needs to be smaller
- those cliffs cause imbalanced advantages (I suggested to rotate map 90* fixing that issue as well)

The spawns should only be closer together but oriented the way they currently are.
The pathfinding isn't bad in most places and the solution isn't your suggestion of "clear this shit out" it's make this path slightly wider so one wreck doesn't ruin it.

The map could use being a bit narrower bringing the spawns all closer together a bit.
Are you sure that all cap the same rate?
I was under the impression that low medium and high effected the rate but I could very well be mistaken.
Sectors definitely don't seem to cap at the same rate as each other though.

The cliffs aren't really that bad either except that they could use a few small additional accesses.
Rotating the map would simply turn this into an awkward difficult to play map that requires significant changes in order to become the standard cookie cutter map that everyone seems to crave. Whereas right now it's an interesting map that has a very unique pacing and style that is actually a lot of fun but could use some work to fine tune it.

Choosing a different map I want variety not just different houses and different color grass with a couple different hedgerows. Playing this map is a change in playstyle and is fun. We could use more like it.
Logged
hans Offline
EIR Veteran
Posts: 3497



« Reply #8 on: December 16, 2011, 01:38:59 pm »

JUST FIX THE FUCKING MAP TO MAKE IT LIKE LEOPHONE SAID!!!

FUCK!!!

No really gork, the map has the ablility to be a fine map but if you refuse to listen to people that have done this like 10 fucking times or more then just get rid of it, the map is so wide it makes you mom look at herself and think "Atleast i aint that fat".

Yes you want to make a beach assult map and you can do that but having it so wide like it is makes it more of an indirect fire attacking ground and the pathing is fine of all things but there is really nowhere to path too.

DO NOT SCROLL DOWN!!

+1

GORK GET UR ASS UP AND DONT BE SO FUCKIN LAZY

Logged



Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #9 on: December 16, 2011, 02:19:38 pm »

+1

GORK GET UR ASS UP AND DONT BE SO FUCKIN LAZY


I don't get paid for it  Grin Grin Grin
Logged
Audemed Offline
Donator
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Posts: 644



« Reply #10 on: December 16, 2011, 02:29:54 pm »

Either change it the way the community wants it (too fucking wide), or stop whining.
Logged
Masacree Offline
EIR Veteran
Posts: 904


« Reply #11 on: December 16, 2011, 07:27:51 pm »


I was under the impression that low medium and high effected the rate but I could very well be mistaken.
Sectors definitely don't seem to cap at the same rate as each other though.


They do in VCOH, but they never have in EIR, unless things have changed recently around here.
Logged

I like how this forum in turn brings out the worst in anyone
To err is human, to eirr is retard
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #12 on: December 16, 2011, 07:39:50 pm »

Leophone's suggestions would completely ruin this map and make it pointless to play.

This map is really cool when you realize as allies not to push much past the cliffs.
The only issues I have with this map are:
The allied spawn territories should be swapped to low points so they cap faster.
A number of other sectors should also be moved from high to medium or medium to low so they cap a bit faster.
The bottom bit of the map should just be cut off and all the spawns moved slightly closer together. This would keep the feel the same but allow for more support and more action.
A couple access points should be added to the hills to prevent funneling being too easy for the defending side.

If all these are done this would probably be my go to map for 4v4s because it looks fantastic and i like how it plays. It's a bit slower and more thoughtful than the typical run and gun.

Oh and widen a couple paths just a tad so that bunkers aren't as effective in blocking them off to all traffic.

If you hate this map play it a second time. The first time I played it I swore I wouldn't ever again. The second time I played it I actually had a good time and really enjoyed it. It has a lot of options available in where you can move and defend and it requires a different mindset but it's definitely an enjoyable map once you have seen it and get an idea for what to expect.

+1
Logged


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Nevergetsputonlistguy767
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #13 on: December 16, 2011, 07:43:12 pm »

Either change it the way the community wants it (too fucking wide), or stop whining.

Its not to wide. Just people can't get it into their head to group up before making a push. (admittedly my g wagon got stuck in a trench) But i would love to see more maps of this size
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #14 on: December 16, 2011, 10:48:55 pm »

I like how it looks, fuck man, I'm sick of playing the "optimal" maps all the time, if you want to play fucking neuville go play it all day long...
If all you want is a reskinned forest/neuville/whatver then frankly, screw you Smiley
Logged

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UndeathWrath Offline
EIR Veteran
Posts: 284



« Reply #15 on: December 16, 2011, 11:23:00 pm »

Gork I don't really know you but believe me when I tell you I had a tough time here way back when. There was alot of scumbags and douchebags that looking back make me laugh of how cocky and elitist they acted probably to overcompensate for their worthlessness in real life.

If there's one thing I hate is when people act so shitty behind a computer screen when I know they wouldn't say that shit in real life.

Point is, things have gotten much better here since then. There are still some pricks lurkin around don't get me wrong. Anyways man it's a damn game so don't take shit from anyone. Do your thing and enjoy the mod.

I vote keep your maps in-game
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tank130:
oh noessss....I can't counter your big, unmovable anti tank gun with my much smaller, mobile, and cheaper anti tank gun.......
WTF... the horrors of imbalance.......
Mister Schmidt Offline
Lawmaker
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Posts: 5006



« Reply #16 on: December 17, 2011, 03:52:05 am »

That's because you don't say stupid things like 'the ambulance sucks' anymore.
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Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #17 on: December 17, 2011, 05:52:16 am »

JUST FIX THE FUCKING MAP TO MAKE IT LIKE LEOPHONE SAID!!!
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I feel like if Smokaz and Shab met up it would be a 50/50 tossup to see which one of them robbed the other first.
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
UndeathWrath Offline
EIR Veteran
Posts: 284



« Reply #18 on: December 17, 2011, 09:36:53 pm »

That's because you don't say stupid things like 'the ambulance sucks' anymore.

I still think it sucks, rather buy medkits. Also it used to be a tier 2 and i think more expensive. Suck it Schmuck.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #19 on: December 17, 2011, 10:24:33 pm »

gork what other maps have you made? i just want to know what his other ones are so i can kind of compare and know what i already think of his previous maps.
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