oasis refresh
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9 Feb 2008, 14:42
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Journals
hi
decem posted this a few days ago -> http://www.crossfire.nu/?x=forum&mode=item&id=13026
What happened to it? Has someone started mapping yet?
since i really like the idea of a new refreshed Oasis version.
what do you think about it?
discuss
decem posted this a few days ago -> http://www.crossfire.nu/?x=forum&mode=item&id=13026
What happened to it? Has someone started mapping yet?
since i really like the idea of a new refreshed Oasis version.
what do you think about it?
discuss
Defense spawns in between allies and objective. Allies have to run for hours to get from spawn to their objective. Games take ages and usually end in fullhold for axis as the game is unbalanced and frustrating.
supply = newskool ET
Spawns close to each other allowing allies to rush, sk, rush, sk which in turn forces axis to do the same as they start running out of ammo. Because they need to respawn axis need to push out before end of spawn to make sure they can get back in their position without allies taking over all the key positions. In the end you get a game that is twice as fast as RTCW.
conclusion: oasis fails
radar is exciting.
easy!
ps 2 mystic: there's nothing ET that sais you cannot die. The only currency in ET is time. How about using the fucking sk once in a while.
So if you compare Et with Rtcw, just use more accurate examples (e.g. radar instead of oasis).
didnt comment on the difference between the old and new et.
just leave rtcw out of it =)
Then only thing that is fast in RTCW is the firerate. The general gameplay is slower. The amount of 'actions' per minute is way higher in newschool rush ET.
ET > RTCW
hitboxes are more accurate
antilag
gameplay is more evolved and faster
Evidence: take some random rtcw oldskooler and their playing style is slower / less dynamic. Its mostly aimbased and all about staying alive. They are position whores with nice reflexaim but they are also the guys who get fullspawns or revive just before spawntime. I suggest you go to challenge TV and watch Finland vs Norway and you'll see what I mean with oldskool rtcw like gameplay.
You can't compare two games with each other when you only played one of it (no offense)
- saying hitboxes in et are more accurate than in rtcw is plain bullshit
- antilag is an improvement, ok
- but then again....the gameplay IS NOT faster (watching demos wont help you judging this)
odlskool rtcw players arent as good in et, because they re probably out of shape?
look at capten or smutzig...they didnt play for months (then get owned by 1monthETtalents and, most likely, quit again)
hitboxes are more accurate
antilag
as points to say et is better, these things + others have made et such an easy game to aim well in, cos all you need is 0.1 sens and your set.
I will always prefer rtcw just cos its what im use to, and have had my best times playing it.
About the aiming etc. ET isnt about aim. Its a strategic team game where you happen to aim from time to time (play some quake, ET just becomes boring and you notice you hardly shoot at all) I think it was zinx from ETpro who said: ET is 30% aim.
Aiming in ET isnt as important as in RTCW, simply because if in ET you kill somebody, you should be happy to get the gib on him. In RTCW you could easily outaim 2-3 ppl if you had the reflexes.
ET is ok, but every game (6o6/3o3) is the same these days, there are no real tactics used and it's more about getting the spawntime, prime good nades and rape along.
I respect someones opinion as I hope someone respects mine, but since you haven't really played it _that_ competitively it's hard for you to get a reasonable opinion.
yuw :D
I mostly base my opinion on demos / players who switched to ET and how they play.
I agree with most clans playing the same tactics these days, I guess thats why so many clans get totally confused when TAG pulls of a covie attack or plays some wacky defence a radar.
For the other part. I don't think you can call it "tactics", since it's more a matter of: person A goes up, person B goes down, person C is rifle etc.
It's more about individual skill and pushing out on spawn than crossfire.
But i guess if you play oasis, the game would look way more like RTCW.
need to make supply an oldskool map and oasis plain history ;)
that is my pov. so yes oasis failure better make some new maps to increase gameplay speed
and yeah.. in those old school maps aren't that much walls so it's kinda fair for both teams (hi one map braundorf wonders)... so it means that rifle isn't that overpowered netiher panzer... and you mentioned that it will be a double fullhold... yup... those tunnels in the start of match (when you play on allies) are great ideas.. but in the end that extra wall in axis spawn is the reason why it's double fullhold.... you can't spawnkill them like in old oasis... and those who are whining about it are just idiots... well how about sw_gr? well if you can't spawnrape axis in the end of the map you're far to win the match
conclusion: from sw_oasis, in the end @ axis spawn... just remove the new wall which stops your enter to the spawnarea when you're coming from the tunnel = let the spawnrape begin like back in the old days = no more that much fullholds = more playable
but coz you're TAGtard i won't call you as a retard ;D
Oasis<3
Goldrush<3
Radar<3
Railgun<3
*cough*
I was playing this map first on the 2nd hungarian LAN againts qipler / sI and i fuckin' liked it.
So this map rox <3