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The maps that worked so well for years have probably finally been broken

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  • The maps that worked so well for years have probably finally been broken

    Originally posted by The Dragon View Post
    ... I think the maps that worked so well for years have probably finally been broken - the overall gameplay is just way higher than it once was, and everyone knows the same tricks. ...
    What features could have general unbreakable by high level gameplay TuT map?

  • #2
    Originally posted by WTaFa View Post
    What features could have general unbreakable by high level gameplay TuT map?
    Heh... This is problem of finding wining strategy for map... This is more likely problem of lack of new maps not well known to the player, maps whose winning strategy have to be found yet...

    Anyway this is problem with the lack of mappers for mod and narrow player base as well...
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

    Comment


    • #3
      I'm not totally sure what Dragon meant by that comment, but definitely towards and after 1.6 the guarding level was at an all-time high and it was far harder to be a thief. It was difficult to find respite as a thief because guards could hear everything and you basically needed to pull off a decent rush to have a solid chance at victory. The promod changes address much of what became seriously unbalanced in Thievery, outside of glaring map problems like the aquatone lift.

      Tight quarter maps like bourg will never be balanced with more than 3 guards now, though. Back in the day it wasn't unheard of for thieves to win against 4+ guards but that was due to a low standard; poor positioning and little teamwork/communication. Now it takes an exceptional thief to even be in the running.
      Nightmaster,
      .:Mockers Thievery Guild:.
      - "until the cat is skinned"

      Comment


      • #4
        I know, 'levelwhoring' we used to call it and Dragon used to lead it in TuF - basically joining a private server as a thief and a guard, finding all the 'sploits and hiding spots you could to gain an upperhand in online play. With players using the thief and the guard to communicate what the guard could/couldn't see/hear made it all the more useful.

        Many of the hiding spots and 'sploits found were not overly useful in practice, some were just to hard to get to, but some of those spolits won TuF some heated clan matches.

        Shug is right though, as time went on in TuT guarding standards just became better. Map bugs were fixed. The game changed.
        -TuF- Emptying clan servers of their own clan members since 2010
        - Agg moderator campaign supporter 2011
        - #2 of 3 LANers of the Apocalypse!
        -YT

        Comment


        • #5
          Originally posted by FixXxeR View Post
          as time went on in TuT guarding standards just became better. Map bugs were fixed. The game changed.
          in a better way it seems. I heard people saying, TuT in earlier versions (before 1.4 or something), was all about DM only.
          Last edited by NeuroFunkeR; 27th Mar 2012, 06:23 AM.

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          • #6
            Perspective NeuroFunk. I can probably speak for a few members of this community and reminisce of a 'golden age' of Thievery - ask the same members what they think of the game now and you'll get a positively negative answer. You might think this mod is fantastic now, it was once even better than it is now which to me and many others is just a great memory.

            The players made Thievery back then, the clans, the scandals, the guild wars - There isn't any of this now, at least no visible movement on BlackCat forums.
            -TuF- Emptying clan servers of their own clan members since 2010
            - Agg moderator campaign supporter 2011
            - #2 of 3 LANers of the Apocalypse!
            -YT

            Comment


            • #7
              Originally posted by FixXxeR View Post
              Perspective NeuroFunk. I can probably speak for a few members of this community and reminisce of a 'golden age' of Thievery - ask the same members what they think of the game now and you'll get a positively negative answer. You might think this mod is fantastic now, it was once even better than it is now which to me and many others is just a great memory.

              The players made Thievery back then, the clans, the scandals, the guild wars - There isn't any of this now, at least no visible movement on BlackCat forums.
              depends on what are we talking about.

              If we look at popularity, community, players, guilds etc. There is no doubt, it was lot better many years earlier. But if we are talking about gameplay mechanics? Bug fixes, glitches etc. i think tut 1.6 wins here.

              Comment


              • #8
                I'm talking about 1.3 > 1.4, only made cameo appearances after that
                -TuF- Emptying clan servers of their own clan members since 2010
                - Agg moderator campaign supporter 2011
                - #2 of 3 LANers of the Apocalypse!
                -YT

                Comment


                • #9
                  The "DM scourge" was over before I started playing regularly. Prior to 1.3 when the strafe speed was as fast as running forward, circlestrafing guards would have been a walk in the park.

                  I have very fond memories of 1.4, especially some of the map elements that were changed for the worse later (korman crypt doors, nost roof exit, etc) but it still had some very strong exploits like the machine gun xbow and the para crouch sliding. I think Dragon invented the silent hopping as thief, which was brilliant.
                  Nightmaster,
                  .:Mockers Thievery Guild:.
                  - "until the cat is skinned"

                  Comment


                  • #10
                    well, for impulse, or whatever his nick was, circlestrafing guards was like a walk in the park in 1.5 and 1.6. I remember how guards were cursing, when he appeared after long absence, and started to circlestrafe everyone out lol.

                    Comment


                    • #11
                      The benefit of a regular 500+ ping from what I remember with Impulse.

                      Dragon invented quite a few tricks, to say he was passionate about TuT back in the day is an understatement. SeEManN was one of the best DM'ers I've seen play this game but he did curb it in later versions but this was mainly due to Brody server rules changing from memory. I think a few other servers changed as well, Crackazz ceased their server around this period somewhere.

                      I'll always remember running around the walls on TH-Nostalgia in order to escape at the end of a round and grabbing the gem through the safe door on TH-Korman. Great games.
                      -TuF- Emptying clan servers of their own clan members since 2010
                      - Agg moderator campaign supporter 2011
                      - #2 of 3 LANers of the Apocalypse!
                      -YT

                      Comment


                      • #12
                        well, also good old chest picking at th-skeletons was also quite overused by players lately.

                        Comment


                        • #13
                          Originally posted by mcfarrel View Post
                          ...Anyway this is problem with the lack of mappers for mod...
                          What do you mean?

                          Comment


                          • #14
                            Originally posted by WTaFa View Post
                            What do you mean?
                            This is simple. How many people did map(s) for Thievery mod? If there are just few maps, besides the other cool (or so told cool) features of the game or mod, the people play if the game is entertaining and funny for them (somehow). However when playing on just few maps these maps became boring for player. Because players know these maps well nothing new, nothing exciting.

                            The main problem is (I ignore people playing the mod for its specific features, because there are people still who appreciate features of TUT these day) most of the players are just in desperate search for something cool. Lets say some excitement... But to be honest. What could be offered here?

                            Just to clear what I mean. I do not insult the creator (mod developers and any other content creators as well), I just want to point out the situation. The Thievery have some interesting features in it. But it lacks the "marketing". This is problem, because people (I mean majority of people) do not want something good and useful, but something cool and new.

                            I suppose the Thievery might still have things to offer, but it depends on new breed of people making content and new breed of people playing.
                            Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

                            Be kind to Your mappers because they are doing it for You and give them hope...

                            Comment


                            • #15
                              Most people, and I say most, there may be a few out there, that might be interested in Thievery. Mainly older players that have experienced more than just the *run and gun* that is out there right now.

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