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Thrash
June 24th, 2003, 01:07 AM
Was mentioned in the other thread, and I decided to do the poll :)

Kongor
June 24th, 2003, 01:44 AM
make r2 and maybe we could...the design/architecture is hot but it needs some tweaking :/

sudiphed
June 24th, 2003, 02:34 AM
The map itself is one of the better new maps to come out. A few tweaks (I really didn't notice client-side issues with the map, but others have) and it should be a solid map.

Donut
June 24th, 2003, 02:44 AM
well, it doesnt look like that, so live with it ;)

M.Karnage
June 24th, 2003, 03:00 AM
lol Cell is right, I think the biggest factor in people's enjoyment of new maps is whether they won on it or not.

*cue the people who will now post that they lost and enjoyed it, when everyone knows that they would have enjoyed it MUCH MORE if they had won*

Thrash
June 24th, 2003, 03:31 AM
I agree with that win/lost thing, but like I am REALLY going to do a poll on THAT :)

June 24th, 2003, 03:35 AM
Well...I have a fairly new computer so I didn't experience any technical with it, and I loved the map...it's just fun. So I went for keep it.

June 24th, 2003, 03:46 AM
its to fucking open

n0lram
June 24th, 2003, 03:48 AM
i like it... maybe more people should try mutt maps... maybe a monkey/well, /me shrugs :)

WackyIraqi
June 24th, 2003, 05:32 AM
I thought it was a little too open, as well as had performance problems. My team won, but I still don't want to play it again.

Geewhzz
June 24th, 2003, 05:47 AM
It's a nicely designed map, I played it in a practice, but not a match yet...

Fattie
June 24th, 2003, 05:48 AM
Originally posted by WackyIraqi
I thought it was a little too open, as well as had performance problems. My team won, but I still don't want to play it again. I thought it was fine, I don't have a great computer(P4 1.6 with a gf2 ;\) but it's still somewhat decent and I didn't really notice any problems with it. A few fps drops here and there, but that's normal of any other map. Keep it in! I've played it in 7v7 and 9v9 and I think 7v7 was a little funner, so maybe next time around it could be 8v8?

PS.
My clan won also.

[FOTL]Milo
June 24th, 2003, 08:42 AM
Every 2 weeks, this happens. A new map gets put into rotation, and only during match time, do a small handful of people have problems. But I guess if enough people complain, it may wind up being a week of 2Fort or Ofire to symphatize with those with these problems. Heres to STA swapping out a fun map so those who are use to 100 fps on their favorite maps, can have an advantage again. BTW out of 18+ people that played in our 9v9 last night, 0 complained about the map and it's performance.

Rorippa
June 24th, 2003, 09:28 AM
this map is no more open than openfire. It has way more style. If has cooler concs and slides. It has good D positions. It is the most balanced map to come out in a long time. I LOVE IT! it also has some nice dynamism to it. BD was swapping among 3,4 and 5 D strats for each round to make things happen depending on where the flags were. It was a really fun match and the team play was the best I have seen on a CTF map period.

ThePanther
June 24th, 2003, 10:06 AM
I thought it was a good map. 2 things I'd change

1) The Flagroom respawn needs to be a bit further from the flag. Nothing like the demo throwing 2 mirvs on flag dieing and getting back before the second mirv is done going off.

2) And get rid of the full grenades. Perhaps half on respawn and put a bag in the corner outside of batts (a bit out of the way like Oppose2k1).

I enjoyed the map overall despite defeat and going up against 2 great HWs.

Kaneda
June 24th, 2003, 10:17 AM
I dunno - our team (#flag) had a solid D strat (only gave up 1 cap entire match) and won but I still really disliked the map.

Coming around the corners to the water I always got hung up on the wall and the elevtor got sticky for me a few times.

I do wish ya could glide overtop the lasers to pull the flag out.

I also noticed I could conc through the first two parts of the side lasers but never managed to get past third row. Anyone know if its fully possible?

Anyways, its a spam intensive map so even on my 64mb GeForce Ti4200 I took a nice fps drop when i entered the main room. Also would be nice to see a way to get up to bats w/o concs.

Willy Wonka
June 24th, 2003, 10:34 AM
We won, I played offense.

I liked the map, just a bit too spammy. Keep it, was fun.
For future modifications, a few less grenades would be wise.

TNT Zor
June 24th, 2003, 11:23 AM
I had a good feeling about this map in practice, and it turned out just as fun as I thought it would be in action. Nice design, nice gameplay dynamics, plenty of surprises... lasers coming up at the right moment is always a hoot!

The bags in the respawn do not give FULL grenades when you resupply. They will only give gren1's, and for an hwg, you can only get 100shells outof them... 50 each. So, they're not too bad.

Remember guys, if your team didn't like the map, you can always negotiate with your next match partners to pick a different one in STA. That has always been the rule.

Question.. did anyone try to defend the lower areas of the base?

Corsair
June 24th, 2003, 11:26 AM
Originally posted by Kaneda
I dunno - our team (#flag) had a solid D strat (only gave up 1 cap entire match) and won but I still really disliked the map.

Coming around the corners to the water I always got hung up on the wall and the elevtor got sticky for me a few times.

I do wish ya could glide overtop the lasers to pull the flag out.

I also noticed I could conc through the first two parts of the side lasers but never managed to get past third row. Anyone know if its fully possible?

Anyways, its a spam intensive map so even on my 64mb GeForce Ti4200 I took a nice fps drop when i entered the main room. Also would be nice to see a way to get up to bats w/o concs.

Getting stuck on corners is a HL engine problem. EVer played cs_siege? run through the sewers in that map, and you'll see what I mean.

getting the flag over the lasers would defeat the whole purpose of the lasers, wouldn't it?

I don't think you can conc over the 3rd one. In any case, see above.

I didn't see much spam personally. We only had 2 guys in the FR most of the time, occasionally a third in the main room when lasers were down. Maybe the team you played was spammy.

June 24th, 2003, 11:40 AM
Originally posted by [FOTL]Milo
only during match time, do a small handful of people have problems

It seems a lot larger than a "small handful." It looks like around a quarter or more of the people that played the map have fps problems with it. No matter how good a map is, if a quarter of the people in a league can't play because of the lag it creates, I think it should be scrapped or redesigned.

TNT Zor
June 24th, 2003, 12:05 PM
the problem with that, however, is the possibility that there might be a lot of people who are complaining simply because they lost, or because they just didn't like the map... then they come up with a technical excuse to toss it out?

I think that if only a "quarter" of the league is unhappy with the map, for whatever reason, they can fall back on the standing rule of clan to clan negotiation over a different map. Meanwhile, the other 3/4ths of the league can see this fun new map played out as it's scheduled to be.

Primaris
June 24th, 2003, 02:36 PM
I dont doubt that some people do have performance problems, i left areas to open to give better conc accessibility, but that hurt the r_speeds. Trust me though the old sanctic b4 the revised came out was really bad, but when i made the map i was playing on my old dell
733mhz
gf2 mx400 pci
384mb ram
and i made it so i could run smoothly on the map with that comp, but i didnt test the constant spam of a match though so it probably would have hurt me pretty bad.

Originally posted by Kaneda
I also noticed I could conc through the first two parts of the side lasers but never managed to get past third row. Anyone know if its fully possible?


I have seen it done, only one time by a guy from master medics when we were play testing the map, its near imposible though.

FireBlazed
June 24th, 2003, 02:39 PM
Things would get choppy in the fr for me even if there wasnt anyone in there... much less a room full of spam... pos comp. Thats 4 matches i cant play in (2 cal 2 sta) cause of its flaw.

Red_Dots
June 24th, 2003, 07:33 PM
I think this is a fun map even though I had fps drops. Its a nice change from most maps that get played. Only time I had fps drops was if I looked down the water from flag or in the yard(in both spots my fps droped to 25 from 50). I have not played it in a match yet but I did play it in full practices on O and D. If you inform your clan of problems you can avoid the fps killing spots on D and on O if the fps is killing your concs learn how to conc while looking at the ground. By doing that it was a playable map for me only time it was hard is if I played HW and even then I could manage.

I think the map could use a few changes to help fps and maybe have the fr respawn moved back a bit to slow down the D a bit. After that I think it would be a great map.

June 24th, 2003, 07:42 PM
primaris, how about removing the packs in the respawns and using a resupply plate like hollow and schtop do? That would probably stop the massive fps drop at the flag by reducing the epoly count there. Maybe also making the water non-transparent (and not an entity) would help too, as I believe transparent entities are rendered regardless of their position relative to the player, but I'm not sure here.

Also I think radeons and gf4Tis are affected a lot more by high epoly counts (especially visible players) than GF2 and 3 cards... having an athlon CPU might also have some effect. At least that's how it seems from the people that have these problems. Half-Life is also very CPU intensive on rendering models because it performs its own model to world space transformation (I think, if I'm wrong here someone correct me) which means a slow CPU will be affected a lot more by a higher epoly count. wpolys aren't as CPU-intensive because the world vertices are static and are only transformed by the graphics hardware every frame, not by the CPU.

Primaris
June 24th, 2003, 07:49 PM
Ya I had thought about making a resupply plate but a few maps had just came out around the time I was making the map and they all had that, I didnt want it to be the same. Oh and ya i didnt plan it to look like a choped up openfire I started with the front door and just kept building, changing things every day, the maps been through alot heh.

I also tryed making the water non transparent in its beta stages, everyoen that helped me test it said it made no change. I think the big problem of my map is the window, but everyone begged me to keep it(you can see the O comming when u are playing D on flag) but it kills r_speeds in fr.

If people want it I could revise it agian maybe make a sanctic_l and take everyones input and ideas on how to fix this fps problem or sumthing.

porkchop
June 24th, 2003, 08:03 PM
Originally posted by Kaneda

Anyways, its a spam intensive map so even on my 64mb GeForce Ti4200 I took a nice fps drop when i entered the main room. Also would be nice to see a way to get up to bats w/o concs.

Did you even try jumping up the rocks? You can make the batts from there, hella lot faster to conc tho.

- |nLv|EdgeCrusher -
June 25th, 2003, 12:54 AM
Originally posted by billdoor
It seems a lot larger than a "small handful." It looks like around a quarter or more of the people that played the map have fps problems with it.

Are you basing that off a poll on this thread? Bill, come on.. how many players played on Monday and then voted here?

I didnt think so.

In any event, a map should never be thrown out even if 25% of the community complains. It has been said before at least 1,987 times: If you dont like the map, simply agree with the other team to play another. Seriously, if the map is that bad... dosnt it stand to reason that the other team would more then likey be happy to switch?

Like someone else already said, this issue comes up every other 2 weeks or so when a new map gets thrown into the rotation. Its the same BS over and over. Let it go and play!

BoyG
June 25th, 2003, 03:08 AM
I use a Radeon 9500 Pro and an AMD XP 2400+ processor with 1GB of RAM. I can run every other TFC map (sans a couple of screwed up concmaps) in 1600x1200 with perfect 100.0 fps (usually with 4-5 players and full spam). Standing on the flag with nobody around and nothing going off my fps drops to ~85 in sanic_r. That is a horrible issue. I've talked to a few people about the map and they get 10-30 fps at the bottom of the ramp (best fps area in map). Simply put teams shouldn't have to sit players based upon computer specs, but rather skill/roster/playtime and other more proper measures.

[TDA]Jiggles
June 25th, 2003, 09:34 AM
I have an Athlon 1.4 GHz w/ 512MB RAM, and a Radeon 9700 Pro

I have my fps_max set to 80, and during the match I didn't notice any major drops in fps - no worse than any other map anyway. Lets face it, the HL engine sucks by today's standards.

Usually decals are what bring down the fps on my machine - layers of blood and scorch decals cause an inordinate strain on the engine.

KidJB
June 25th, 2003, 09:52 AM
i dont like the map.. all it is is openfire with larger area and a bigger sd2 ramp.