dod_aleutian

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Expand view Topic review: dod_aleutian

Re: dod_aleutian

by toxinatoR » Wed Apr 17, 2013 10:06 pm

stealthlol wrote:Was Steve the one working on an improved/retextured donner? What ever happened to that? I remember it looked promising.
Major fps problems occurred..

Image

Re: dod_aleutian

by stealthlol » Wed Apr 17, 2013 5:27 pm

Was Steve the one working on an improved/retextured donner? What ever happened to that? I remember it looked promising.

Re: dod_aleutian

by knockout » Wed Apr 17, 2013 12:50 pm

LOL I never actually used ICQ, I just remember that you had a giant number instead of a screen name. That alone made me never create one.

Re: dod_aleutian

by k4b00m » Wed Apr 17, 2013 12:59 am

136455102

holy crap, it actually works LOL.. I remembered my password somehow.

Re: dod_aleutian

by knockout » Wed Apr 17, 2013 12:34 am

rehpyc wrote:
knockout wrote:dan and i complained about the poor design of that map the other day on ICQ, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
fixed.
My ICQ is 1894789124719 hit me up.

Re: dod_aleutian

by knockout » Wed Apr 17, 2013 12:33 am

Swiss wrote:
knockout wrote:dan and i complained about the poor design of that map the other day on AIM, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
wait what????
OH you better believe it. Instant messenger hipsters over here.

Re: dod_aleutian

by rehpyc » Tue Apr 16, 2013 11:20 pm

knockout wrote:dan and i complained about the poor design of that map the other day on ICQ, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
fixed.

Re: dod_aleutian

by toxinatoR » Tue Apr 16, 2013 6:43 pm

Image

Re: dod_aleutian

by stevehisey_ » Tue Apr 16, 2013 6:35 pm

toxinatoR wrote:merderet merderet merderet!

Calling on you steve.

Image
Image

Re: dod_aleutian

by AlopeX » Tue Apr 16, 2013 4:55 pm

Swiss wrote:
knockout wrote:dan and i complained about the poor design of that map the other day on AIM, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
wait what????

Image

Re: dod_aleutian

by Swiss » Tue Apr 16, 2013 2:58 pm

knockout wrote:dan and i complained about the poor design of that map the other day on AIM, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
wait what????

Re: dod_aleutian

by knockout » Tue Apr 16, 2013 2:19 pm

dan and i complained about the poor design of that map the other day on AIM, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!

Re: dod_aleutian

by hildebrand » Tue Apr 16, 2013 1:00 pm

all of scorch's and andy's posts +++

i still think the best map that has been designed thus far were the ones with single caps (forget the name of the map now). it promotes so much fast play and that is the future of dod imo.

Re: dod_aleutian

by toxinatoR » Tue Apr 16, 2013 12:39 pm

Hisey was working on a merderet remake once he figured out that he could de-compile maps. I would like to see it have new textures, closer spawns, better flag placement ( Allied 2nd Flag Upstairs Suze.)

Re: dod_aleutian

by toxinatoR » Tue Apr 16, 2013 12:36 pm

merderet merderet merderet!

Calling on you steve.

Image

Re: dod_aleutian

by Swiss » Tue Apr 16, 2013 11:26 am

rehpyc wrote:lennon sucks. have always hated it. going long is boring and useless; it's always been more beneficial with our team to just have a single guy hold any push from long and a 3rd person go through apts.

source's lennon was actually more enjoyable, and the spawn exits actually made more sense [pics]

Re: dod_aleutian

by rehpyc » Tue Apr 16, 2013 11:22 am

lennon sucks. have always hated it. going long is boring and useless; it's always been more beneficial with our team to just have a single guy hold any push from long and a 3rd person go through apts.

source's lennon was actually more enjoyable, and the spawn exits actually made more sense [pics]

Re: dod_aleutian

by scorch- » Tue Apr 16, 2013 10:47 am

As for alpha's post, I think a big problem is that mapmakers don't understand some simple aspects of map design. Lennon is a pretty shitty map, in my opinion, entirely because it has poorly designed spawn areas that mean once you cap well, you can hold the other team in spawn pretty easily. It makes the entire mid/long section of the map like half as important as well, even though the clear design of the map is to have all of these areas be similarly important (mid has a flag and helps to control well and long). If you control the double windows, and well, you have a huge advantage on the map. If the spawns were not so easily campable, then you'd see long and mid be just as important as well. Everyone loves lennon, but it's not a good map. It could be a great map if well was just a little bit further from the spawns and there was a better designed exit from axis spawn. Like if you could look off a ramp and see the underpass or blue door to make spawn camping less desirable and flanking long more desirable.

Aleutian is shitty because the flags are placed in dumb locations. Look at well-designed maps like Anzio and Harrington. Why are there 2-man caps on that map and where are they located? Well, they're there because they are in areas constantly battled for control by both teams. If you win a battle there, you cap the flag and get points. Since it's an important part of the map to control, the flag is harder to cap and gives 2 points. Well IS ONLY IMPORTANT ON ALEUTIAN BECAUSE OF THE 2-MAN CAP. The 2-man cap doesn't indicate it's an important part of the map, it forces it to be an important part of the map. That is BAD DESIGN. It is probably actually a good strategy on Aleutian to hold safe areas behind well and throw break grenades without ever fighting for the flag until you can spawn-camp and flank from the other 2 routes because everyone sends too many players to well. In theory, you should be sending 2 players to the long routes, but there's only 1 flag there and it's very difficult to get, so why would you send an extra player to the opposite side of the map from the 2 point flag in hopes of maybe being able to cap a flag that is visible from the other team's spawn? Again, letting flags determine map strategy instead of reflecting map control is BAD DESIGN.

Please keep this in mind when designing maps. Flags should reflect a team's ability to control the map, not determine the important areas of the map. If your map doesn't naturally have important areas that teams want to battle to control, then your map is poorly designed.

Re: dod_aleutian

by scorch- » Tue Apr 16, 2013 10:29 am

Here are the problems with the map, as I see them:

1. Axis second flag area is retarded. You can't get back to your first flag once you decide to go your route to the 2nd... for no apparent reason. There are two ways to exit the 2nd flag, 1 on top of the other, with no real protection to peek the entire allied side of the well. Even the 2nd route to the well is on the same side so that a sniper or garand on the right side can flick back and forth over a very small angle and watch both.

2. The flags are in absolutely retarded positions. The axis and allied first flags are in okay spots. Well 2-man cap is alright? But the axis 2nd and allied second flags are in ridiculous positions. The point of flags is not just to be capped, the point of flags is to measure which team is controlling the area between the spawns. You can't even GET to the axis spawn from their 2nd flag. Having ridiculous flags in stupid spots that no one cares about controlling is bad design. The axis and allied second? really? yet there's no measure of who's controlling the apartments at all... unless you consider the 1st flags to measure that, which they don't... 2-man sort of rewards you for holding apartments, but not very well.

3. You can basically stand inside allied spawn and camp it and be unkillable. Axis spawn is protected by an auto-slay in a random location. I discovered that during the match when I tried to get to a spawn camping position that wasn't in the middle of nowhere. How does this make any sense? Sure it's the same on both sides, but it's a severe imbalance.

Re: dod_aleutian

by nhoj » Tue Apr 16, 2013 9:11 am

nomis wrote:I honestly have no problems with the map, except that long kinda sucks.
this (same with train on rr2)
CharlieGiteau wrote:
Cage wrote:
hildebrand wrote:dan did pretty well with with his apps partner, they were only pushed to our first half the game
Axis half was a nightmare.
Honestly, apts is so small anyway. Once both are down, its free reign.
this

aLpha.cn-[tang] wrote: text

this

Re: dod_aleutian

by greetz » Tue Apr 16, 2013 8:47 am

andy do i have to remind you that there is no allowance for logic on 1911. :arrow:

Re: dod_aleutian

by avenger » Tue Apr 16, 2013 8:02 am

CharlieGiteau wrote:
Cage wrote:
hildebrand wrote:dan did pretty well with with his apps partner, they were only pushed to our first half the game
Axis half was a nightmare.
Honestly, apts is so small anyway. Once both are down, its free reign.

Re: dod_aleutian

by CharlieGiteau » Tue Apr 16, 2013 7:17 am

Cage wrote:
hildebrand wrote:dan did pretty well with with his apps partner, they were only pushed to our first half the game
Axis half was a nightmare.
Honestly, apts is so small anyway. Once both are down, its free reign.

Re: dod_aleutian

by Cage » Tue Apr 16, 2013 7:12 am

hildebrand wrote:dan did pretty well with with his apps partner, they were only pushed to our first half the game
Axis half was a nightmare.

Re: dod_aleutian

by lerfooled » Tue Apr 16, 2013 7:08 am

yup deaf ears.

Re: dod_aleutian

by aLpha.cn-[tang] » Tue Apr 16, 2013 6:35 am

I was just talking to some people the other night randomly about these new maps. Everyone complains about the lack of map variety, but what do you see in every 12man... harry, lennon, rr2, anzio.

Anyways, iirc, emmanuel was a clusterfuck because all the routes were interconnected and any one call would be completely useless 5 seconds later since they'd be on the other side of the map by then. Merdilla is just mederet bridge with some random heavy route with 500 windows and boxes everywhere. Hisey's lennon was almost exactly the same as b2, except he made a bunch of stuff unwallable, added a box to blue room, and stretched the map out without keeping a bunch of things to scale. I'm pretty sure I brought up problems with the maps and some possible solutions, but no one seems to care...

I don't understand all these mapmakers trying to complicate things by taking four different maps and mashing them all together. Why don't people just take maps that have been used in competitive play before and alter them slightly? What's the problem with regular merderet? Flags too spread apart and it's too difficult to cap out? Too many corners to hide in? Why not just take something like merderet and shrink it a little and remove all the dumb stuff to speed up the pace. Maybe include a sturm sewer type thing (though I could see a whole lot of idiots hiding in it)? I don't see enough wrong with the waterhouse to warrant an entirely new route for heavies.

All of this will probably fall on deaf ears (or blind eyes) since, from experience, everyone just continues putting all this time and effort into ass maps without having any huge impact on how the map plays.

Re: dod_aleutian

by scorch- » Mon Apr 15, 2013 10:24 pm

joeledmunds wrote:Basically I need to stop playing HoN non-stop.

Yes. HoN-stop.
and start playing dota2...

Re: dod_aleutian

by joeledmunds » Mon Apr 15, 2013 6:41 pm

Basically I need to stop playing HoN non-stop.

Yes. HoN-stop.

Re: dod_aleutian

by Swiss » Mon Apr 15, 2013 5:08 pm

stealthlol wrote:
Swiss wrote:
motive wrote: This is the biggest problem for axis loft. If you stand in the windows you can be shot from: ivy, both allies loft windows, anywhere in mid, underpass, connector.
simple. strafe and no-scope.

or in my case, get crappy internet and interp everyone. (sry kevin)
Beyond frustrating! You just appeared in the window. Then disappeared. Then bewton threw a grenade (his and my teams') and I died. :( But as someone who frequently has internet issues, I realize it wasn't your fault. No hard feelings! :)
Lol he had that epic nade throwback all the way across mid from underpass

Re: dod_aleutian

by stealthlol » Mon Apr 15, 2013 4:21 pm

Swiss wrote:
motive wrote:
scorch- wrote:There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
This is the biggest problem for axis loft. If you stand in the windows you can be shot from: ivy, both allies loft windows, anywhere in mid, underpass, connector.
simple. strafe and no-scope.

or in my case, get crappy internet and interp everyone. (sry kevin)
Beyond frustrating! You just appeared in the window. Then disappeared. Then bewton threw a grenade (his and my teams') and I died. :( But as someone who frequently has internet issues, I realize it wasn't your fault. No hard feelings! :)

Re: dod_aleutian

by nomis » Mon Apr 15, 2013 4:04 pm

I honestly have no problems with the map, except that long kinda sucks.

Re: dod_aleutian

by milo » Mon Apr 15, 2013 3:18 pm

Map is beyond awful. It was made for proning faggots like smellycarb.

Re: dod_aleutian

by knockout » Mon Apr 15, 2013 3:14 pm

scorch- wrote:
hildebrand wrote:dan did pretty well with with his apps partner, they were only pushed to our first half the game.
haha, they had initial nades that were landing in my lap and I was throwing grenades that I'm pretty sure weren't landing in the same room as them.
I tried new initial nades every spawn. The only time I got a kill was when I threw one in dyelife's boots. Map is too hard

Re: dod_aleutian

by scorch- » Mon Apr 15, 2013 2:27 pm

hildebrand wrote:dan did pretty well with with his apps partner, they were only pushed to our first half the game.
haha, they had initial nades that were landing in my lap and I was throwing grenades that I'm pretty sure weren't landing in the same room as them.

Re: dod_aleutian

by mare » Mon Apr 15, 2013 2:24 pm

TIL: Playing DoD is proactive.

Re: dod_aleutian

by hildebrand » Mon Apr 15, 2013 2:13 pm

dan did pretty well with with his apps partner, they were only pushed to our first half the game.

its our mid team that needed to step it up! kevin needs more noscopes and joel needs to play like a joeledmunds imo.

:D

Re: dod_aleutian

by scorch- » Mon Apr 15, 2013 1:51 pm

dude, I did pretty well considering I was heavying against the amazing shogun and brilliant nomis. get off me

Re: dod_aleutian

by dorito » Mon Apr 15, 2013 11:13 am

scorch- wrote:Yeah, I didn't go to that area of the map too much. I think the bigger problem is that the axis loft sucks ass so it ends up being imbalanced. There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
Dan please stop being so washed up!

Re: dod_aleutian

by Swiss » Mon Apr 15, 2013 11:11 am

motive wrote:
scorch- wrote:There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
This is the biggest problem for axis loft. If you stand in the windows you can be shot from: ivy, both allies loft windows, anywhere in mid, underpass, connector.
simple. strafe and no-scope.











































or in my case, get crappy internet and interp everyone. (sry kevin)

Re: dod_aleutian

by motive » Mon Apr 15, 2013 10:57 am

scorch- wrote:There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
This is the biggest problem for axis loft. If you stand in the windows you can be shot from: ivy, both allies loft windows, anywhere in mid, underpass, connector.

Re: dod_aleutian

by stealthlol » Mon Apr 15, 2013 10:54 am

All of the above.

Re: dod_aleutian

by scorch- » Mon Apr 15, 2013 10:42 am

Yeah, I didn't go to that area of the map too much. I think the bigger problem is that the axis loft sucks ass so it ends up being imbalanced. There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.

Re: dod_aleutian

by motive » Mon Apr 15, 2013 10:17 am

Allies loft is pretty broken. You have 20 feet of room to run up and throw a nade anywhere in mid; sniper is hardly ever exposed to more than one angle at a time (can pick off balcony, mid, upper/lower loft without putting oneself in danger); internet.

Re: dod_aleutian

by Arachnid » Mon Apr 15, 2013 10:17 am

I don't mind the map but I think it's a bit more fun in the source version. Having 2 double caps makes well cap less of a clusterfuck and also the allied spawn isn't as campable in source with the back alley being different.

Re: dod_aleutian

by Polak » Mon Apr 15, 2013 9:59 am

scorch- wrote:Aside from the allied spawn being ridiculously campable, it didn't seem awful.
I also liked how "bright" the map was. Everything was mostly white, it was easy to see everyone and it felt nice on the eyes, but yea you are right if you could redo allies spawn it would be great. I would think it's better than saints or moderate or any "bridge" map.

Re: dod_aleutian

by scorch- » Mon Apr 15, 2013 7:36 am

Aside from the allied spawn being ridiculously campable, it didn't seem awful.

Re: dod_aleutian

by Polak » Sun Apr 14, 2013 8:44 pm

cr44 thanks.

Re: dod_aleutian

by tenks » Fri Apr 12, 2013 10:59 pm

stevehisey_ wrote:
tenks wrote:
knockout wrote:Image

they dont die, they multiply!

BEBE's KIDS!

Image
You know how I know were an 80's baby?

you saw my driver's license

Re: dod_aleutian

by stevehisey_ » Thu Apr 11, 2013 9:11 pm

tenks wrote:
knockout wrote:Image

they dont die, they multiply!

BEBE's KIDS!

Image
You know how I know were an 80's baby?

Re: dod_aleutian

by greetz » Thu Apr 11, 2013 8:35 pm

going long is literally just as gay as train

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