Dead Men Walking

Old Server Admin Section => Archived Topics => PCS Map Discussion => Topic started by: OldBloke on July 10, 2002, 12:14:51 PM

Title: de_dust2: CT restrictions.
Post by: OldBloke on July 10, 2002, 12:14:51 PM
There was some debate on the server recently about the CT's restrictions on de_dust2. I started to write my understanding of it when I realised that it really needs to be put to the vote.

I suggest the following is OK.

CTs must not enter the doors at the end of the left hand route known as 'Long A'.

The difficult bit is the area between 'Short A' (Top A), the middle doors and the covered passageway that exits at bombsite B. There are good arguments for both options so I'm going to ask you to vote.

Option A - Strict

CTs are not to:

Descend the steps at 'Short A'.
Enter the middle doors.
Enter the passageway at Bombsite B.

This would mean that all CT movement between Bombsite A and B must be by the CT spawn in the tunnel unless the bomb has been planted.

Option B - Flanking Allowed

CTs may access the hallway/passages that exit into Bombsite B. They may be accessed by either entrances i.e. Middle doors and Bombsite B. Jumping down from Short A to the middle door access is also permitted.

CTs are not to:

Advance up the ramp towards the T spawn.
Advance along the 'Short A' walkway towards the T spawn.
Exit the hallway at Bombsite B that leads to the T spawn.

Feel free to debate this before voting.
Title: de_dust2: CT restrictions.
Post by: Stryker on July 10, 2002, 12:34:26 PM
Its ironic these issues have to be voted on as at the end of the day its just good tactics for CTs to concentrate themselves around the bomb sites.

I've always argued there are no rules in war, EG the CT having a 'floating' player is just another tactic.... I like that cos that what I was good at :-)

However with no rules things do get silly as we just end up with roaming bands of CT on maps like dust2.

Again, this comes down to tactics and non PCS servers being full of frag hunters.

So whats my point?  I dont know, who cares... I vote B as it seems reasonable.
Title: de_dust2: CT restrictions.
Post by: smite on July 10, 2002, 12:40:59 PM
Dust 2 is a very hard map for the cts as is but making restrictions like A would be very tedious to play and you would find players instantly wanting to join the ts side on entering...
The small amount of leeway that B gives can make a big difference and make the game more interesting. It is still keeping the feel of PCS as CTs are not rushing the ts just flanking them and keeping their guard up.

If ct and t were both very easily matched ts would win majority of the time.
Title: de_dust2: CT restrictions.
Post by: DogMeat on July 10, 2002, 01:39:26 PM
Definitely B.  Making the CTs transit the map via their spawn turns it into a shooting gallery for Ts at either bomb site.
Title: de_dust2: CT restrictions.
Post by: Stryker on July 10, 2002, 02:03:00 PM
yeah, its the Ts having to use caution that slows em down and gives the CTs chance to get in position.
Title: de_dust2: CT restrictions.
Post by: TeaLeaf on July 10, 2002, 04:19:07 PM
B....
Title: de_dust2: CT restrictions.
Post by: DonkeyCheeseGrater on July 10, 2002, 06:17:59 PM
I agree, it should be B, otherwise ct tactics are severely limited to moving through the ct spawn and being awped to death. Not my idea of fun  :(
Title: de_dust2: CT restrictions.
Post by: Rad_Man on July 11, 2002, 02:38:40 PM
dust2 is a frag public killing festival of reaction and death.  Just run run run forest and kill kill kill arnie.....B....B.....B.....B please.
Title: de_dust2: CT restrictions.
Post by: MisterEggs on July 11, 2002, 03:10:22 PM
Put me down for B too. It's more sensible, and we need all the help we can get in The War Against Terrorism!
Title: de_dust2: CT restrictions.
Post by: FatBob on July 28, 2002, 12:19:04 PM
B for me too, its more realistic to clan matches and with a bit of ct taccy training we could possibly make a good game of it in the cup match !. we were good as ts even against 12k the other week (but they did rOxOr as t's 8O  :!: )
Title: de_dust2: CT restrictions.
Post by: OldBloke on August 12, 2002, 10:42:52 PM
There's still an area of confusion here and that's the middle area through the doors.

CTs going from A to B can jump from 'Short A' to the 'B' hallway.

However, for CTs to go from B to A (other than by the tunnel) they have to ascend the ramp to 'Short A'.

This puts them at odds with the restrictions discussed in Option B above.

Further thoughts ppl?
Title: de_dust2: CT restrictions.
Post by: Gandalf on August 13, 2002, 07:05:21 AM
as long as they only go up the ramp to get to short a then I think it's ok. Otherwise the CT's only have spawn to get through and will get mown down!
Title: de_dust2: CT restrictions.
Post by: TeaLeaf on August 13, 2002, 07:32:54 AM
Agreed, CTs moving from B to A to provide backup to their team mates at A can ascend the ramp but only with the express intention of going to A via short A.

However we should also remember that once the bomb is planted all these restrictions are OFF.
Title: de_dust2: CT restrictions.
Post by: smite on August 13, 2002, 08:05:06 AM
That is the area i was getting stuck on last night going from B to A but up the ramp, i wasnt sure wether i could and neither were the T's. That has cleared it up for me at least. cheers guys
Title: de_dust2: CT restrictions.
Post by: Gandalf on August 13, 2002, 08:06:53 AM
but you'd have to be Linford Christie to make it to the site via long A when the bomb has been planted!!
Title: de_dust2: CT restrictions.
Post by: Stryker on August 13, 2002, 03:47:55 PM
hate to say it, but I think the boundaries were most playable.... you'd never be able to police the current mush of boundaries on dust.
Title: de_dust2: CT restrictions.
Post by: Doorman on August 23, 2002, 02:59:36 PM
Er..I voted A before I read what everyone has said. Can I change my mind and vote B?
This is my first day. Sorry.......shuffle, shuffle of feet