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Custom maps frustration

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Custom maps frustration

Postby ATKR887 » Tue Mar 20, 2012 12:46 pm

Hello all. I have been playing AoS from the very first version, but stopped so since 0.5(?) due to lack of time. Now, when I came back, the game changed drastically. No, I am happy with changes done to the game itself, but I am really dissapointed with changes community have done to themselves. And I mean custom maps.
Mostly each server has them running. I mean, only them. And the actual list of those maps is:
Normandy (good, yes, but lacks of original AoS feel)
Hallways
BridgeWars
Islands
PinPoint (oh god, don't let me ever see it again)
The problem with them (probably, except Hallways), is that they are pretty much straight, the only choice you can do - is to choice which wall to hug - left or right.
No one builds anything, not just because they don't want to, but it because it is completely pointless on such maps and can be even impossible. No more tunnel-ratting due to 1-block-height maps. You will never intrude huge enemy underground base which you occasionally found and will never steal enemy's intel from beneath. No more positioning is needed, nor tactics, the only thing you can and have to use is your ability to aim fast (although I still can be one of the third in fraglist, I can't have any fun at all).
Let alone what I am already know those maps by heart and tired of them, unlike gen-maps which were unique each time.
So, I would like to know community's opinion on this and why no servers running gen-maps (well, there are 2, but no one plays them anyways).
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Re: Custom maps frustration

Postby Mehrunes » Tue Mar 20, 2012 12:49 pm

I feel your pain, but generally these maps have that allure to people who kill stuff. Which explains the straightforward setting so that they can easily start shooting each other within first ten seconds of spawning.
Not many people love building I guess.
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Re: Custom maps frustration

Postby nothings » Tue Mar 20, 2012 1:16 pm

This is pretty much why I quit playing a long while back (July, I think). Most people just want to play voxel call of duty, rather than play a game with a lot more going on it. And that's fine for them and I don't blame the AoS team for supporting them, but it's a lot less interesting a game to me than the old gen maps were.

So I imagine there are a few of us, but not enough to matter.
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Re: Custom maps frustration

Postby Articsledder » Tue Mar 20, 2012 1:33 pm

I agree, servers have been choosing maps poorly. Minit US, Goonhaven 3, and LDR (sometimes) still host decent maps quite a bit. I wish there was at least one 24/7 default map server though.
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Re: Custom maps frustration

Postby Danqazmlp » Tue Mar 20, 2012 5:06 pm

Out of all of those, I've only played islands which I actually thought encouraged building because of the severe lack of cover. Some of the forts on that map have been the best I've ever seen.
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Re: Custom maps frustration

Postby Monsteri » Tue Mar 20, 2012 9:50 pm

I agree with OP. Gen is the best map, though doesn't support the current gameplay style of AoS - autoclimb should be removed so they'd work again.

That's all.
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Re: Custom maps frustration

Postby PXYC » Wed Mar 21, 2012 12:20 am

1. Genmap best map!
2. I know, I miss gen-only. It's a bit sad that nobody builds that much anymore, and I have also noticed the lack of tunneling. The actual community is pretty upset, but the people that have their suggestions listened to (CoD kiddies) aren't so upset. I know we won't get gen-only back, but we should change a few things back to the way they were. I know for sure that the Aloha servers are big fans of genmap, as well as Minit sometimes.
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Re: Custom maps frustration

Postby nothings » Wed Mar 21, 2012 4:45 am

ATKR887, one thing you might try is playing a Tower of Babel gameplay map. I've been playing a little bit of babel, and it does at least encourage building and taking down enemy buildings, so it feels pretty different. The constraints on destroying with guns feel a little unpleasant/over-constrained, but I understand why they're in there. (I'm not sure why the no-build-near-enemy-tower is there, though.)
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