Opinions on ttt_closequarters_pg_v4?

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Firstly, I would like to express my gratitude to everyone that is taking the time to review this thread (as I?ll do my best to make this short). With that being said, there is a matter that I feel should be addressed as it affects us everyday TTT administrators. I?m requesting my fellow administrators to voice their opinions about possibly having ttt_closequarters_pg_v4 removed (also known as RDMquarters) from our cycle of maps. Do you agree? Disagree? Both? Why? Is this even possible? Leave your comments below. Everyone whom has played or plays this map on a regular basis knows that it condones players to violate our server rules and potentially get away with them. Unless you are spending 100% of the time in spectate and reviewing third party tools, it is virtually impossible to execute violations accordingly (especially by yourself).

As administrators we have a motto; that is to play first, and admin second. However, how exactly is that supposed to be done under these circumstances? An alternative to this matter that has been brought up would be to give eGO members the ability to change the map itself. However, this isn?t a solution at all for multiple reasons. First off, it is against server rules to influence the vote. Additionally, there is a chance that this tool or feature could be abused (just a band-aid over the situation). I feel as though the only reprieve to this would be to remove this map indefinitely. What do you think?
 
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I can just edit the map, make it so that camping the traitor room would be either deadly, or impossible. Also, any other bad stuff I can address aswell.

Major credit to you for jumping at the problem like that. I don't hate the map itself, but the T room causes quite an issue in my opinion, so I think if it were possible to be made so say, after 30 seconds you take 3-5 damage a tick? I think that would be really reasonable.
 
Alex Alex

I have an idea to make camping in front of the traitor room a bad idea. I can make the wall inside the traitor room wall bangable from both sides, without getting sprayed down all the time as a traitor, so with a so called safe spot (that wont give you tactical vision though) Just my 3 cents.
 
Alex Alex

I have an idea to make camping in front of the traitor room a bad idea. I can make the wall inside the traitor room wall bangable from both sides, without getting sprayed down all the time as a traitor, so with a so called safe spot (that wont give you tactical vision though) Just my 3 cents.

that sounds good, for it kinda sucks to only kill with a deag or awp, to the T room
 
Mayhem Death Mayhem Death

Do you wish for me to try to make it a more balanced map? (see my previous posts in this thread) before we remove it? As most issues are regarding the balance and the grouping up on the map.
 
Let me ask the rest of my team before we move forward. I don't see an issue with trying this out, but want to be 100% sure!
 
The mass freekills from opening t door does get insane and there are problems. But I can't lie it's still hella fun
 
What is LE's decision on this matter? In last month's community news it was stated that it was gonna change
 
I would agree with editing the map, but not with removing it. It's an awesome looking map and I think it should just be edited to make it fair.
 
Currently got caught up with other reports, as well as life. I reworked the room twice now, but not yet happy at the results. Hang on a while longer and I will schedule some beta testing for you all :)
 
Currently got caught up with other reports, as well as life. I reworked the room twice now, but not yet happy at the results. Hang on a while longer and I will schedule some beta testing for you all :)

Msg me on steam when you got the beta and if I'm available I will come play it and see how it is.
 
Currently got caught up with other reports, as well as life. I reworked the room twice now, but not yet happy at the results. Hang on a while longer and I will schedule some beta testing for you all :)

i would love to beta test it, and see the improvement and give feedback :D
 
Mayhem Death Mayhem Death

I think the best way to balance the map out is to remove access to the t-room completely. I can do this in 2 minutes. Even though I am no longer tech, I still want to finish what I started ;)
 
Mayhem Death Mayhem Death

I think the best way to balance the map out is to remove access to the t-room completely. I can do this in 2 minutes. Even though I am no longer tech, I still want to finish what I started ;)

This in my opinion would make this map 10x more playable hopefully we can see some changes to close quarters soon. This map really is a mess almost all the time you play it on the server.
 
IMHO, small map/corridors + large playerbase is just asking for trouble. happened all the time on old ego ttt with clue. once 32 people get in that map, problems and rdm will occur. they happen.

T-room is problematic, yes, but that doesnt solve the problem as a whole. if we have a full server on that map, RDMs gonna happen left and right each round. people wont like it, people will leave. honestly either open up the map more, or remove it. its just pure chaos and trouble.
 

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