comp oasis
•
8 Nov 2010, 12:25
•
Journals
If someone where to create a new competetive oasis version. Would that be generally appreciated and if so what could you possibly want in there (changed/new/reworked)? Think out of the box and spamm anything on your mind.
but the old oasis was quite nice tbh but with the 5on5 format its to big :(
If you need enlightenment, I can help.
all i can think of for now
Sry for my english
yeahh but it was always a bit 'added in' i felt, and it totally ignored the tunnel :<
obj is ok i guess
there are too many bumps and shit on roads and doors etc. really annoying when trying to run for a flag or soemthing but get stuck somewhere and get killed, or you are getting shot at and you get stuck behind some bump or something and die. to sum it up: things need to be smoothen :D
thats abou TIT for me
you ever played oasis? did you find some rocks or some doors that you get stuck behind?
if not you dont know what im talking about and im not in the mood to explain it to you
but ye in the end i think its personal taste after all if those bumps never bothered you then its good that they dont, keep it that way
though I admit that if the teams are too even, oasis has great chance of ending into double fullhold, a minor change for it would be cool, a closer spawnpoint with a flag which axis can get if they wish. on top of the tunnel for example, the problem of it would be that the spawns are too close to each other, therefore it needs testing. having this we could change allied spawntime from 15 to 20 which will automatically make the attacks more united. Amen.
hate it to loose against some newfags with good aim and nobrain. with 6on6, the old maps etc. ET was exciting.
Oh, wait! Just play delivery.
Just L2P oasis ktnx
Going through tunnel basically takes up so much time that it usually isnt even worth it -> spammage at front :X
Also, dyna is rather difficult to defend -> massive amounts of fullholds
Perhaps change it to some document based thingy... Or something with opening a gate and waiting for the endgame tank to drive through it (for eg, keep it open for 2 minutes, gets paused whenever axis disable it)
the dyna is sooo easy to defend, have your engineer jump down to cover it with the nades, easy as that. its just that it's hard to get into the position to even plant - if by any means I'd say it's hard to defuse and change the obj to doc run, which would then dismiss ETs last map with destroyable main obj.(like TsK proposed)
Also i have to agree, the tunnel seems to be a bad alternative way nowadays, not because it takes too long (for christs sake get some movement ffs), but because you get easily killed by the one at the wall.
(Anyway - don't get what's supposed to be so hard about that map, in the summercup version you didn't even have the chance to defend offensively at the front, which already made it too easy to attack imo :x)
Besides, every killed allied makes it 10 times easier to defuse :X
and it's not like you only put and engineer behind the gun, there are still 4 others left to interfere somewhere aswell :P
ETPlayers are fulltime autists who can't handle changes, therefore, they would play new maps.
1. -2. Move the spawnpoint more forward. ppl can decide which way they take (tunnel, upper way, normal way). It'd be cool, if the tunnel would be much shorter (see blue line) + remove the side way with which you can enter the main tunnel.
3. Add boxes or any other possibility to hide
4. You can plant landmines the small way left. Remove the underground, that an engineer is quite useless in 1st stage
5. What about something, which avoids that some1 can get over the wall? Just an idea...
6. Remove the water pump. It's nice for public servers, but useless for competition mode. So you've to remove the tunnel aswell. It was too long anyway.
7. Two ideas:
1. Add a proper way to get in the upper stage. Current ways are quite small and confusing. Keep the tunnel, which is currently used in oasis_b3.
2. Add a tunnel, see the blue dots and the line. If you add this, look at the green line. You can add an additional spawnway (with or without Axis door) or put in some windows for Axis.
8. As mentioned in 1-2. Just delete it. But keep the whole Axis wall as you can see in oasis_b3.
9. - 12. Add more ways and limit the places, where you can plant landmines. They are very annoying. Add some windows at the anti-tank towers, that the axis rifle can hit the Allies inside the gun. Otherwise the Allied would drop/spam nades.
Dunno about spawn and spawntimes.
was just was input.
mixture of goldrush, supply and adlernest, everybody would love it eh?
For Oasis, just get the original one back and it's good.
-Remove the doors after oasis wall gets blown
-Remove the tiny windows (or make it to not breakable glass)
-Shorter tunnel ways, maybe lower the water level at the second tunnel so you can pass it faster. You wont be such an easy shooting target too