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CruelCow
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« Reply #75 on: August 07, 2009, 04:59:03 PM »

Also, 6vs6 is the about the point where using a medic starts making sense (at least in pubs, might be different in comp)
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« Reply #76 on: August 07, 2009, 05:33:12 PM »

Can anyone think of other fun league set ups?

I think 2 v 2 medic-solly combos on arena maps would be quite a cool league.

Or even small numbers single class matches, saaay, 2v2 scouts, demo men, etc.
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« Reply #77 on: August 08, 2009, 02:41:48 AM »

Yes Mama you hit the nail bang on there. I ment we are childs play compared with real competitive sides we are just a scrim side realisticly who play for fun.

Such as Four Kings? lol (who dont seem to have a tf2 team currently Sad )
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« Reply #78 on: August 08, 2009, 10:19:47 AM »

Theres a 2v2 sniper ladder on ESL
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« Reply #79 on: August 08, 2009, 11:17:35 AM »

Chaos that's an ILL league. shame on you for mentioning it.
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« Reply #80 on: August 08, 2009, 08:27:11 PM »

... very long post ...

Again, very insightful and most likely very much true to the current way of competitive gaming.

It remains an interesting fact that TF2 has turned away so much from CTF. Much of this is Valve's "fault" by making CP the dominant variation of the game (IMNSHO 2Fort is dreck, Well and Turbine mediocre at best).
But fact is that CTF would give the other classes room to shine and by all means fill the skill ceiling. The gameplay is very much different from standard CP, and - for example - we don't play it nearly as sophisticated as it requires to be played.

About the Heavy: I assume every competitive player would laugh into my face mentioning 'tasha, but it is my (pub-based & mediocre) experience that it can really screw with soldiers (of course not damage-wise, but minimizing their mobility). Same with scouts.
But again, if nothing else the small team sizes offers it no room to be used effectively.

I actually can't really quite explain why this "restrictions" of competitive play makes me angry. I guess I perceive it as a bastardization of the game, trading complexity to skill-oriented efficiency ...
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« Reply #81 on: August 25, 2009, 12:37:39 PM »

Next one:

Are there any statistics about the popularity of maps INCLUDING custom maps?
Basically I would be interested in the ratio of official to custom maps played on servers.
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« Reply #82 on: August 25, 2009, 12:39:05 PM »

Only info I can see for our server could come from HLStatsX:

http://wdg.hlstatsx.com/?mode=maps&game=tf

A little skewed because it ranks by number of kills

Valve must have info of such things tbh.. like the normal map reports. Maybe they don't publish because of the farming maps or training maps?
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« Reply #83 on: August 25, 2009, 12:45:55 PM »

Custom maps... would be hard to give an accurate guess on which is most popular and I believe the stats would be skewed anyway because of the stupid dm_store 24/7 servers.

I'd like to think it was ctf_bball2 but it's most likely a retarded map like Mario_kart or cp_orange_x3.
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« Reply #84 on: August 25, 2009, 12:50:02 PM »

Only info I can see for our server could come from HLStatsX:

http://wdg.hlstatsx.com/?mode=maps&game=tf

A little skewed because it ranks by number of kills

Valve must have info of such things tbh.. like the normal map reports. Maybe they don't publish because of the farming maps or training maps?

Why not look at the HlStatsX global info?

Quote
1   ctf_2fort   22,513,425      2,777,185      0.12
2   cp_dustbowl   16,300,847      1,078,446      0.07
3   pl_goldrush   12,559,565      1,285,305      0.10
4   pl_badwater   10,481,937      1,038,868      0.10
5   pl_hoodoo_final   4,453,528      477,893      0.11
6   cp_egypt_final   2,856,158      279,345      0.10
7   plr_pipeline   2,845,108      337,130      0.12
8   ctf_turbine   2,415,443      176,884      0.07
9   cp_gravelpit   2,378,234      128,267      0.05
10   cp_badlands   2,232,096      108,926      0.05
11   cp_steel   1,425,494      89,533      0.06
12   cp_granary   1,328,916      55,522      0.04
13   cp_fastlane   1,214,657      78,830      0.06
14   cp_well   1,115,637      60,861      0.05
15   tc_hydro   655,074      40,567      0.06
16   ctf_well   614,478      37,511      0.06
17   arena_lumberyard   366,609      16,558      0.05
18   arena_granary   313,639      21,241      0.07
19   cp_junction_final   309,158      12,067      0.04
20   arena_nucleus   287,909      18,574      0.06
21   arena_badlands   285,492      17,544      0.06
22   arena_well   272,784      20,452      0.07
23   arena_sawmill   265,624      15,939      0.06
24   arena_ravine   260,306      12,132      0.05
25   cp_yukon_final   228,809      11,986      0.05
26   arena_watchtower   185,018      16,261      0.09
27   arena_offblast_final   45,133      1,429      0.03

It doesn't show the time spent on the maps though - only the maps with the most kills.
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« Reply #85 on: August 25, 2009, 01:00:16 PM »

As well all know, the problem is that kills don't tell you popularity Sad

Instant respawn servers would ruin those kill stats as well...
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« Reply #86 on: August 25, 2009, 01:11:49 PM »

http://v3.game-monitor.com/topmaps.php?game=tf2
Seems to count the servers running it atm.
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« Reply #87 on: August 25, 2009, 01:33:51 PM »

http://v3.game-monitor.com/topmaps.php?game=tf2
Seems to count the servers running it atm.
Now that has to be a +1 ..
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« Reply #88 on: August 25, 2009, 02:17:38 PM »

http://v3.game-monitor.com/topmaps.php?game=tf2
Seems to count the servers running it atm.

Yes, that's pretty good.
It doesn't have to be precise, I'm just interested in an approximate ratio. Also quite interesting to judge popularity of the different mods.
And I realize that of course this includes a lot of empty servers just going through their map cycles. Still sampled in the evening/night this should give a rough estimate.
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« Reply #89 on: September 16, 2009, 07:27:37 PM »

What would you say have been the most popular online multiplayer games prior to the release of TF2 which have a roughly similar gameplay? Let's say between 2004 and 2007.

CS(S)
UT
BF2

What else?
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