Board index DeFRaG Competitions DFWC 2014

DFWC 2014 - Maps

The Defrag World Cup in 2014

The best map on the DFWC2014 is:

DFWC2014-1 by kairos & wubwub
4
4%
DFWC2014-2 by CMC|th0ca
5
5%
DFWC2014-3 by ghost & yotoon!
2
2%
DFWC2014-4 by gnj
17
18%
DFWC2014-5 by xLarve
6
7%
DFWC2014-6 by AMT-Morbus
35
38%
DFWC2014-7 by n1k
17
18%
DFWC2014-8 by AMT-Spray
6
7%
 
Total votes : 92

Re: DFWC 2014 - Maps

Postby wubwub » Nov 12th, '14, 4:27 pm

Le another black niger wrote:Scale it down horizontally by sqrt(2) (for 45 wall angle)


Yeah, I found this to work when I played around. Never had to think about it with Hammer + goldsrc ;
wubwub
 
Posts: 235
Joined: Feb 20th, '11, 7:05 pm

Re: DFWC 2014 - Maps

Postby Le another black niger » Nov 12th, '14, 6:13 pm

wubwub wrote:Never had to think about it with Hammer + goldsrc ;

since it uses brush primitives by default


About maps: #2 got random haste (1.0-1.999s)
It wouldnt be a massive effort to prevent it via entities, for example _give negative _haste after _delay
Le another black niger
 
Posts: 392
Joined: May 17th, '11, 5:08 pm

Re: DFWC 2014 - Maps

Postby esc?nebuLa » Nov 12th, '14, 11:28 pm

I agree with FM. This is DFWC after all. Everything should be optimized, even the map packing.
https://www.facebook.com/TeamEventHorizon
#tricking_eh on irc.quakenet.org
User avatar
esc?nebuLa
 
Posts: 338
Joined: Nov 15th, '09, 2:02 pm
Location: USA

Re: DFWC 2014 - Maps

Postby wubwub » Nov 12th, '14, 11:51 pm

reminder that i have not done anything wrong in my entire life
wubwub
 
Posts: 235
Joined: Feb 20th, '11, 7:05 pm

Re: DFWC 2014 - Maps

Postby Ahnuld » Nov 13th, '14, 5:14 pm

I just want to know who thought the jumppad, and most imporantly its position, was a good idea for vq3.

Shit's giving me cancer, yo.
Ahnuld
 
Posts: 47
Joined: Jun 17th, '10, 12:06 pm

Re: DFWC 2014 - Maps

Postby khetti » Nov 16th, '14, 10:17 am

dfwc2014-2: Very irritating map.
The first strafe is totally pointless, there's no time to be gained there.
The zwob is boring, it doesn't contribute to any skilled combo trick.
The strafe after the tele is tweaky groundframe-counting bullshit.
The rocket catch at the very end is a frustration amplifier, more appropriate mid-map.

Not worth playing seriously, there's no enjoyment or reward for grinding awkward aggregate-luck based tricks.
khetti
 
Posts: 65
Joined: Apr 19th, '11, 7:30 pm

Re: DFWC 2014 - Maps

Postby dqopb » Nov 16th, '14, 11:29 am

There were rocket-catching tricks at the ends of dfwc2012-1, 2012-4, 2012-5 (some routes). I agree that the hardest trick is better to place at the start, rather than the end, especially in the early, "easy" rounds. However, that trick isn't that hard, it just takes a little extra training.

The ZWOB isn't combined with other "skilled combo tricks" so as make it easier, I believe. This ZWOB is placed in the very beginning, so if you fail it, there's no frustration to restart. Boring - maybe, but that's one of the reasons why this map was chosen to be 2nd. Because it is kind of straight-forward.

Ground strafe after tele is a standard trick in both physics in many maps.

khetti wrote:awkward aggregate-luck based tricks
Yeah, I felt the same when I started training it. But I changed my mind later on, and I suppose it is about skill to avoid awkwardness, find handy routes etc. We'll soon see how the top-3 players avoid the awkward places.
dqopb
 
Posts: 194
Joined: May 2nd, '12, 8:48 am
Location: Belarus

Re: DFWC 2014 - Maps

Postby esc?nebuLa » Nov 17th, '14, 1:14 am

Experienced this wallbug a few times while playing lol.
You do not have the required permissions to view the files attached to this post.
https://www.facebook.com/TeamEventHorizon
#tricking_eh on irc.quakenet.org
User avatar
esc?nebuLa
 
Posts: 338
Joined: Nov 15th, '09, 2:02 pm
Location: USA

Re: DFWC 2014 - Maps

Postby esc?nebuLa » Nov 17th, '14, 1:29 am

dfwc2014-3 simply looks sensational! :shock: Unfortunately, this isn't exclusively a mapping competition. I think way too much hard work went into making this map look sexy and less emphasis on optimization. Not everyone has a GTX700 or whatever it takes to run this map at a solid 125fps. (r_vertexlight 1 does drastically help.) I'll comment about the gameplay once I get accustomed to the map in both physics. So far, it seems pretty balanced, although the start could be changed to some extent.

EDIT: The beginning of the map has noticeable lag, but all the other sections are playable. (Flickering 125 fps) I'm on a GTS 250 for reference.

Gameplay-wise: The only gripe in vq3 is the slick at end and the stairs at the beginning which disrupts flow unless you take the upper route. (slower)

EDIT 2: Just noticed in vq3 that the rocket in mid doesn't spawn fast enough for a good quad route LOL. :x
Last edited by esc?nebuLa on Nov 18th, '14, 2:28 pm, edited 3 times in total.
https://www.facebook.com/TeamEventHorizon
#tricking_eh on irc.quakenet.org
User avatar
esc?nebuLa
 
Posts: 338
Joined: Nov 15th, '09, 2:02 pm
Location: USA

Re: DFWC 2014 - Maps

Postby Arcaon » Nov 17th, '14, 1:33 am

The zwob in dfwc2014-2 contributes nothing other than a worn-out kill button for every run that doesn't succeed in exactly 940 ups. The rest of the map is decent, and there aren't really any mapping-related annoyances in cpm.
Arcaon
 
Posts: 325
Joined: Oct 16th, '09, 1:36 am

PreviousNext

cron