[poll] Old warpath or new warpath?

Fuse

EGO Addict
Joined
Dec 30, 2007
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Just a poll to make sure most people like the new warpath (warpath 2). I personally do like the new warpath, it looks a lot better to me :)

(although i did die once underground due to a sign thing that wasnt there before. i was backing up into it as a pyro chased me...)

So what do you guys think?

Warpath 2:

Changelog:
- retextured
- spawn rooms are locked unless you are on that specific spawnroom
- health kits and ammo packs distributed through out the map to counter the Valve updates and to help map flow
- Added a little cover in the middle of the map to help gameflow in that specific area
- added 2 ladders near cp 2 and 4 to stop that area slowing the gameplay down. Ladders help both offense and defensive in those areas
- added ambient sounds throughout the map
- fixed cp2 and cp4 building lights, brushwork, and other various small issues
- timer set to 30 minutes and each cap will award 2 minutes additional time
- added nobuild areas to the tops of all cp buildings, you can still build on cp2 and 4 along the ledges (if you can get up there)
- spawn timers adjusted to 5 seconds instead of instant to help teams move forward

many other fixes, too many to actually remember
 
The gameplay tweaks are great, especially locking 'non-objective' spawns, and the respawn timer is certainly a plus. Though, it certainly is a bit 'drab' looking compared to the original -- almost quake-esque. Also, if possible I'd set the cap 'time addition' to 3 minutes -- it wouldn't encourage stalemates as much as it might encourage 'that one last push.'
 
Love the new textures, the increased number of health packs, and the ladders.

Not so much all the locked doors, although the extra health packs counter that a bit. Also, the map seems a little darker in some areas, but maybe that is just my settings.

I like Warpath 1 and 2. I'm indifferent as to what it stays as. I assume we are keeping WP2.
 
I don't think it matters which version of the map, the fundamental reason why there are so many stalemates is the lack of aggression. Try playing on the doorman warpath server and see the difference that offensive orientated teams make. Nobody follows ubers out of cover and then its easy to deal with the uber. Sentrys on top of point make little difference, soldiers or snipers from the ridge can take them out. Its not unusual to find a team with 3 engineers and 3 snipers so its hardly surprising that games go to stalemate. The respawn times are the only change that will make a difference.
 
I like the look of the Warpath 2. I agree that the spawn timers will help resolve some of the stalemate issues. I think the inability to use the bridge spawns (garage doors) will help greatly as well.

Either map is prone to stalemates though if players are not willing to work together and play to win. This weekend, I was asking players to push forward to capture the bridge and actually had someone say "I like playing defense" and a couple more players agreed. I guess all you can do at that point is laugh and have fun.

Another thing that would help with Warpath 1 is to restrict Fuse from sniper....lol.

btw...first post here so wassup edge gamers??? Nice servers and good players.
 
Hey AzzNik!

I'll have to check this out later tonight when I get home from work. It concerns/excites me that you can't go back into the spawn points at bridge and i think that should force the hand of the attackers a bit more, knowing that there's not an entire squad hiding in their cave spawn point.
 
yeah and about time you joined us Azz or do i have to keep dominating you :P. For me I love the fact that the spawns are closed and the extra cover on the middle point. There were texture problems when I played the other day in the underground tunnel and I couldnt go down there, because it made me feel icky (which is a problem I encounter from time to time in some games). I do feel that he spoilt the look of the rocks somewhat, they look too perfect now and because they are slightly darker with less effects its much easier to spot a likely target, where as before sometimes it was possible for a player to get by relatively un-noticed. When we played the other night I actually liked the insta capture, although I can see it leading to a lot more spy captures and general frustration and not sure if we are keeping that or not.

so pros and cons for me :) still my favourite map !!
 
No more dominations thank you Buga! I get dominated a lot because I play pyro in a kamakaze fashion so I'm kinda used to it. I just started playing pyro like a week ago and found that it is insanely fun to burn people. Maybe I'm just a bit sadistic and that's why the dominations don't bother me much either...lol.

I hope the graphics issues are not a problem for me either. I will check it out to see. The instant capture thing is not what I would prefer but if I can get the bridge spawn door issue fixed, then I'm happy. I know under the current map hiding in the doors is a strategy...I just think it is cheap, so I try not to do it.

While I'm at it, let me ask you guys/gals a question: If a player works all the way back to the opposing teams spawn for no other purpose than to kill players coming out of the spawn doors, do you consider that spawn camping or not? To me, a demo that has passed a capture point to go all the way to the spawn, sticky the door, and then nuke players running out is spawn camping. If this is not considered spawn camping now, will it be if/ when there is a respawn timer? Some people consider it a strategy as you are slowing the opposing team down but I think you can help your team more by working as a team and not padding your stats with easy kills. Thanks in advance for your help in clarifying the rules for me.
 
Either or is fine. I rather like the ladders in the 2nd cp. The healthpacks and more ammo packs are nicer(makes things much easier for engy). Texturing as well. I do like that you no longer can have a bunch of people hiding in a garage popping out nades every now and again. Also building on top of the 2nd cp not sure if this was removed or not. If it was thats a good addition. The time gained from capturing a point also feels more balanced.

As to the textures as ive stated elsewhere im color blind, and the new textures make it rather hard for me to tell if a person is red or blue(Although common sense helps if there shooting at me i know there the opposite team). I also think it may make it a bit harder to snipe. That is really my only complaint.

Overall this doesn't feel like a v2 to me. Maybe a upgraded version of 1. There aren't many drastic changes. But i think the included additions will help with the stalemates. I really would like to see some more paths or options.

To answer the original question either 1 or 2. Both are excellent maps.
 
[quote1208793331=AzzNik]While I'm at it, let me ask you guys/gals a question: If a player works all the way back to the opposing teams spawn for no other purpose than to kill players coming out of the spawn doors, do you consider that spawn camping or not? To me, a demo that has passed a capture point to go all the way to the spawn, sticky the door, and then nuke players running out is spawn camping. If this is not considered spawn camping now, will it be if/ when there is a respawn timer? Some people consider it a strategy as you are slowing the opposing team down but I think you can help your team more by working as a team and not padding your stats with easy kills. Thanks in advance for your help in clarifying the rules for me.
[/quote1208793331]

Well, I'm guilty of this from time to time as I'm sure you know. :)

But frankly, I've never seen a demoman at a back spawn point for more than a minute or so. With the slow reload time for the demoman, and the nearly constant stream of respawning players, it is inevitable that someone makes it by and kill the demoman. This ususally happens rather quickly too. We do not have a rule about spawn camping, i.e. we don't ban someone for doing that, unless it is along the lines of having sentries outside of the spawn point, and gameplay is severely disrupted. Also, it may be harder for demomen to get to those back spawnpoints since the middle spawn rooms are locked. I know from trying to get back there myself that that middle room was crucial in being able to regain health and move on.
 
i consider spawn camping somebody who is not taking a risk at getting killed and shoot people before they come out. I call it cheap strategy. I can understand if it is done just for a few seconds to give their team a chance to advance but most people do it to get quick points. So i'm not for it if you do it for more than 10 seconds.

Fuse my friend, i cannot answer your poll because you are making me choose out of two maps i think are as of equal fun, and different at the same time.
 
[quote1208810577=HaloRacer]
We do not have a rule about spawn camping, i.e. we don't ban someone for doing that, unless it is along the lines of having sentries outside of the spawn point, and gameplay is severely disrupted.[/quote1208810577]
HaloRacer is partially correct. Spawn camping is not considered an offense on eGO servers. The general ruling on this is that if you're stuck being camped at spawn, it's your team's fault for letting it get that way. The only time spawn camping is considered an offense on our servers is if the majority (or entirety) of the team is doing it without taking the advantage to cap an objective, at which point they are just farming kills and it becomes griefing.

If spawn camping becomes tough enough (several pyros or demos, possibly with medics, or with sentries) my advice to you is to work as a team if you can't handle it solo. Have someone go medic and uber you out. Have a spy sneak out and backstabs the demomen and their medics one by one, or sap the sentries while a soldier or demo on your team runs out and shoots them.

Back on topic. I like version two a lot. I'm not a huge Warpath fan, as I'm not a fan of multi-hour games that end in a stalemate, but it seems this update has made a difference where teams will actually win or lose. The battles still drag out fairly long, which is a good thing for the warpath junkies, but they at least end now, most of the time. This'll also help for the teams that get steamrollered a few times: they'll get more fresh starts.
 
i don't like the barrels because it gives the other team protection from my headshots
 
Personally, i like Warpath one better :O i know... but that's just me. The only thing i like about Warpath2 is... nothing, the new texture makes me want to vomit. There are no warnings as to whether there are people breaking into our base, which in some cases is "life threatening". As for the middle, the added barrels just make it easier for snipers to hide in, spy cover, actually, any cover. The ladders are really inaccurate and cause the player to go flying in the opposite direction of which they want to go in. (Although maybe that's just me.) All in all, i think it is a terrible map, and should never be used again.

*Note: Please, easy on the flaming
 
Also, i would like to add that although Warpath is my favorite map, if forced to pick, i guess i would choose Warpath2.
 
- spawn timers adjusted to 5 seconds instead of instant to help teams move forward

In game it actually seems to be 10+ seconds, which makes me miss warpath1.

-ack
 
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