ATLAS THINGY

Started by SLoWHaND, June 02, 2003, 06:44:32 PM

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SLoWHaND

Ok .......what would you do if




You purchased a Streetplan of a local town/place/anywhere and it didnt have any names for the streets in it.

Answer.

You would return it and demand your money back right.

So why do we put up with it in CS.

We end up saying something like.
Ok theres one at the short slope going left down the ......erm wassitname up the way that takes to the thingamee unda the winda towards the bombsite at A .
Yoy mean right bomb site ....
no i mean the left left one from t,s spawn and so on and on .

Why cant we name the avenues and alleyways to what we want especially on the regular match type maps and try to be more precise as to the enemy whereabouts.

Just an idea ........and it shouldnt be to difficult to impliment.

SloWHaND  :wink:
[SIGPIC][/SIGPIC]

smilodon

It does mean remembering stuff and we're mostly thick........but if we overcome that small issue it's a great plan and I agree.

More work for our tactics boys me thinks...chop chop  :wink:
smilodon
Whatever's gone wrong it's not my fault.

Gandalf

QuoteJust an idea ........and it shouldnt be to difficult to impliment.



It's a great idea. Care to come up with some names? (I'm guilty of "He's over there!", "Where?", "By the red, No green car box thingy!")
*G*

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SLoWHaND

QuoteIt does mean remembering stuff and we're mostly thick........but if we overcome that small issue it's a great plan and I agree.

More work for our tactics boys me thinks...chop chop  :wink:

This is why I mentioned just the main match maps so as not to make it so difficult.
[SIGPIC][/SIGPIC]

Anonymous

On some maps this is easy (de_train springs to mind). You can call platform numbers and long/middle/short then left/right. E.g. Platform 5 middle left gives you a T half way up Platform 5 on the left hand side AS SEEN FROM CT END if you are CT!

Other maps aint so easy :(

sheepy

most maps its ok, inferno for example is easy. so are dust maps, aztec,  and i cant think of many problems in other maps, its all a question of relevence. imo i dont think that this is very needed, although on some maps b4 a game it may b usefull to "nick name" certain strategic points.
[quote=smilodon;228785]
Sheepy appears and begins to stroke my head. According to his slurred drunken speech I am "lovely and like a fuzzy felt". Thankfully he soon leaves and passes out somewhere. [/quote]

ChimpBoy

On the maps we play all the time (aztec, train, dust2) I thought it was all fairly simple

I think this is a level of complexity that would detract from gameplay - none of the standard maps are all that labyrinthian IMO and simple commands (eg they're at double doors on aztec) have always worked well
If I wanted you to understand I would have explained it better

albert

Yeah but I would feel like a right TANGO shouting "Ts spotted coming through the Dartford Tunnel" when CT on de_dust.  :lol:
Cheers, Bert

Dr Sadako

QuoteYeah but I would feel like a right *TANGO* shouting "Ts spotted coming through the Dartford Tunnel" when CT on de_dust.  :lol:
:lol:
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

TeaLeaf

I tend to find that for simpler or more architectural maps the naming of different areas is almost totally common sense.  Bridge room, water, doors, tunnel, house, middle etc.  It is only when you get onto the more complex maps that naming becomes harder, but even then, only by a little bit.  There are relatively few maps that if we were playing them regularly we would struggle to name accurately in a match.  

I think the trick is for people to use their voice coms more.  Everyone will learn what each bit of the map is called just by listening........

TL.  8)
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

smilodon

It would be easy to keep an eye on how much we need names for spots on certain maps. If we discover we're confusing ourselves and each other by not having a easily recognisable name for somewhere we can define some specific names.

I definately have noticed that we struggle on some maps. Mog (not that we play wars on it) was a real laugh a few nights ago. No one had a clue what we were going on about.

"Left bomb site"
"Who's left? My left?"
"No my left"
"Which way are you facing though?"
"Right"
"Who's right?" 8O
smilodon
Whatever's gone wrong it's not my fault.

albert

Quote"Left bomb site"
"Who's left? My left?"

Nobody's left you're talking to yourself by then  :lol:  8)
Cheers, Bert

smilodon

Me last man standing on a map  :?:

Never gonna happen  :)
smilodon
Whatever's gone wrong it's not my fault.

JonnyAppleSeed

I agree with Slowhand on this one it would be of u to have "common" name for more of the areas on maps .... for example on Rio to have a name / number for each of the windows of the main hozzy building could help concentrate fire on that area or stop someone stumbling into a firefight.....
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ChimpBoy

If we're gonna do this then we should concentrate on the maps we play competitively first, and ignore things like Mog and Rio IMHO.

The main reason for this would be communication and collaboration which is always easier when a team is only made up of dMw members, and could get very confusing on MH with lots of peeps who don't play so much (and dont use comms  :x ).

Therefore the match maps seem like reasonable choices.

However, I think everyone is  fairly familiar with the standard maps, apart from some of the more complex ones (maybe Inferno and Survivor, which we've been practicing recently).
If I wanted you to understand I would have explained it better