B
bigfoot
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The TDM league kicks off in a bit but what maps should join q3dm6tmp, q3dm7tmp, q3dm14tmp and cpm4 in the pool?
Originally posted by VicNBob
Firstly, CPM14 seems much, much, MUCH, MUCH better than CPM13... should play a lot faster. CPM13 probably works OK in cpma where (a) you can move faster, (b) you can do stair tricks, and (c) RA is actually worth holding because it means something and ammo isn't as vital if you can do single shot kills on spawners. However, in vq3 it's an abortion. And don't tell me I need to learn it better because I know it fine.
DM6 should stay, but pro-dm6 should be used
I don't know what 'ambivalent' means, but if it means that dm7 has been overplayed and was not much good to begin with then i agree
DM7 is a map about which I'm ambivalent.
YES!!!DM11 should be revived forth-with. It's hella cool.
That is exactly what I think of the map also, but I wouldn't like to see it back in the league.
DM8 is a perfectly good map, you get the whole interesting decision of whether to hold RL or plasma/red; I've never seen clear evidence which is best.
Well, I always loved mexx1 also. But FH's Irish isdn always got lagged to bits when we entered RA room if it was occuppied. This was my main problem with the map, but I think the point release 1.30 has fixed that, so I would welcome mexx1 back into the league, even if its not the best tp map, its good fun.
I love Mexx1, but lots of people seem to hate it My opinion was formed purely from playing it on ISDN, and I really don't think it was big an slpb map. So, even though I think they're wrong, I guess it's probably best to go with the whingers.
CPM9 is ghastly, played it a couple of times in Savage and it is -sooooooooooooooo- boring :sleeping:True.. it suxors
Exactly
dm12tmp is okay but there are faster, more enjoyable maps around - enough to form a decent map rotation.
so to sum up, cpm13, cpm9, are bad. dm7 and dm8 are not good, mexx1, dm11 and dm12tmp are fine, pro-dm6, cpm4, and dm14tmp should be definite (I think u forgot dm14tmp VicNBob)
I disagree with this.. I think there is no harm in sacrificing some aptitude to teamplay in a map if it is compensated by potentially exciting and very enjoyable games... like dm11 for instance....Originally posted by [Spectre]
Whatever maps are chosen, they should be chosen purely for how well they are suited to tdm. For me this means clear 'control' areas, and often (tho not strictly necessary) at least one regular powerup for teams to fight over.
Originally posted by Sar
ShovQ2dm1/OSPq2dm1 - remakes of Q2DM1, a classic TP map from Q2. Great tactical potential in this map, especially for those who've never played it before. Timeless.
Originally posted by Elij
OSPDM1 doesn't have a powerup?
and, the rest are duel maps no?
do some research.