by Sears » Thu Apr 07, 2011 9:21 am
Wint0 hit the nail on the head really.
What was fun about DoD and what made it different from counter-strike, was that your strategy was very dynamic. It changed depending on how the match was playing itself out, or how many frags occurred at a particular place at a particular time, and it changed very quickly. This is what set really good TEAMS apart from ok teams that had some good individual players.
To be honest, my most memorable match was a quadrupole overtime playoff match against NHN on dod_ramelle.
Ramelle was a crazy fun map in competitive play because it was imbalanced in two ways. One, because it was much easier for the axis to capture and hold middle for long periods of time. Two, because in the event that the allies were able to establish themselves across the bridge, it was much easier for them to cap out quickly.
So, you had matches that could flip-flop in the matter of seconds. The axis could spend 18 minutes holding middle and building a sizable point lead, only to lose it in the last few minutes as the allies capped out once they broke through the bridge. You had to constantly adjust your team's strategy on both sides based on kill streaks and the roll of the dice.
Maps like cherbourg, caen2, thunder, and anzio (hugely allies biased) all played themselves out like this in beta days, and were very popular playoff maps because they made for incredibly intense and entertaining matches when two great TEAMS played one another.
On maps that have any kind of imbalance or are non-linear, you are forced to rely on your teamwork and communication or you will get rolled by a less skilled team.
People today like to pug harry/anzio/rr2 on repeat because everyone wants to frag and pat themselves on the back for being SOOO GOOD. Which is much easier to do when you can peek every corner from memory and more or less know where people will be coming at you from (because they don't have a choice).
That's not what set DoD apart from CS, and I think it's pretty weak that many people playing today fail to realize that.
Wint0 hit the nail on the head really.
What was fun about DoD and what made it different from counter-strike, was that your strategy was very dynamic. It changed depending on how the match was playing itself out, or how many frags occurred at a particular place at a particular time, and it changed very quickly. This is what set really good TEAMS apart from ok teams that had some good individual players.
To be honest, my most memorable match was a quadrupole overtime playoff match against NHN on dod_ramelle.
Ramelle was a crazy fun map in competitive play because it was imbalanced in two ways. One, because it was much easier for the axis to capture and hold middle for long periods of time. Two, because in the event that the allies were able to establish themselves across the bridge, it was much easier for them to cap out quickly.
So, you had matches that could flip-flop in the matter of seconds. The axis could spend 18 minutes holding middle and building a sizable point lead, only to lose it in the last few minutes as the allies capped out once they broke through the bridge. You had to constantly adjust your team's strategy on both sides based on kill streaks and the roll of the dice.
Maps like cherbourg, caen2, thunder, and anzio (hugely allies biased) all played themselves out like this in beta days, and were very popular playoff maps because they made for incredibly intense and entertaining matches when two great TEAMS played one another.
On maps that have any kind of imbalance or are non-linear, you are forced to rely on your teamwork and communication or you will get rolled by a less skilled team.
People today like to pug harry/anzio/rr2 on repeat because everyone wants to frag and pat themselves on the back for being SOOO GOOD. Which is much easier to do when you can peek every corner from memory and more or less know where people will be coming at you from (because they don't have a choice).
That's not what set DoD apart from CS, and I think it's pretty weak that many people playing today fail to realize that.