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Mitchel256

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Everything posted by Mitchel256

  1. I think it's stylized and made to have a certain tone, but maybe I'm just used to looking at it, because I wouldn't call it harsh on the eyes. Uniquely-grungy, sure, fits its post-bombing/post-apocalypse theme.
  2. Sticky seats, too, thanks to all the Chica stans.
  3. The floor trap by the prison is practically inconsequential. At the same time that I'd ask "Who ever walks behind the prison?", I'd also ask "How often does someone get the chance to catch someone walking behind the prison and activate that trap on them?". It's just another fun, mostly-irrelevant addition. Just more proof that the map designer was looking at all aspects of the map and trying to put some love into all corners of it. The additional traps do remove safe areas from the Innos, but it increases map tension and requires an acceptable level of map awareness. It helps keep the rounds fresh and exciting. A trap rarely-used is novelty, and that makes situations more fun. Ts camping the T-Room is why I've seen servers almost universally ban camping the T-Rooms. But, if it's not banned, the simple solution is to avoid the area that they have an advantage in, and that leads to the biggest pro for you to consider: All of the additions to the downstairs make being above-ground more enticing. Making the underground and adjacency to the T-Tester more dangerous prods Innos to spend time on main street and at the barn. The latter is barely-used, and the former has the beloved cars, so nudging people into spending more time around them is surely a pro. As opposed to v3, where the safety of being downstairs turns into, conversely, people just camping the T-Tester. The buttons for the secret knife aren't very hidden, but they also require one to traverse the length of the map a couple of times before it's activated, which is something that might get lost in translation when testing it by zipping across the map in noclip. Not only that, but the spots one has to go to are pretty telling of their intent, which allows for knife-sniping. That is, grabbing a secret knife that someone else has been working to activate. And, potentially, getting away without them knowing it was you. V3 is definitely simple, which, ultimately, is why I find it incomprehensible that you'd shoot down community_bowling and community_pool, two very simple maps. Now, I know that simple works on 67thway because 67thway is an orgasm in TTT map form, and just keeping the layout is excellent, let alone all the bells and whistles. But falling back on "It's simple and just works." for a version that - in comparison to the later, feature-complete versions - is practically boring doesn't make sense when maps that are simple and fun are tossed aside.
  4. "Pretty OK overall" is how I'd describe the vast majority of the current maplist, so it should slide right in and still stand above easily.
  5. The removal of the cars, as mentioned, removes some semi-randomness in exchange for consistency, and I've found that to be a fair and welcome trade when I want to really enjoy a solid T round. The two rooms with obvious traps are a different brand of random fun. Just someone experimenting with what they could do, I imagine, which is a mostly-irrelevant demonstration of the passion that went into 67thway's design. And, while the traps themselves have seen almost zero use in the many times I've played this map, that little hallway that connects them sees a ton. That door is an excellent place to hide, fall back, plant hidden C4, and mix up your approaches when trying to kill people coming from the underground or main street. The vent leading out of the tester room comes with the drawback of having to destroy the T-Tester, which I've often seen accompanied with a KoS rule before. "If you destroy the Tester, KoS.", but with the sole exception of: "If the T uses the water trap and plants a C4, then you can break the T-Tester without consequence." I think the walls were made thinner so that standing against the back wall wouldn't save you in this version, but I could be wrong. Also, "being a T in the tester room and claiming that there was C4 (that you may or may not have planted yourself) that you needed to break the tester to get away from" was a solid and scarcely-used strat. The main benefit of the "other vents" was to give you a fallback from that hall with the table that the MAC-10 and HUGE are on. It works for that, but, yeah, you can get caught in it. There are a couple better uses I can think of for it, but I wouldn't want to give away all the tricks just for the sake of justifying the map being added. Oh, man, I had actually completely forgotten about the scanners, but, hell, I'd argue that they're practically a replacement for the cars, as far as hilarity goes. It's a practically harmless T-Trap that's easily dealt with and costs nothing, but, every once in a while, you'll be in a fight - whether you're T or Inno, doesn't matter - and get flashed by a scanner while dead people laugh about it. Good times. And, as far as the only real mark against the map, the knife dispenser, I agree that it can be egregious, but, with both the position that it's in (access to the underground T-Room can be difficult to negotiate, even with a new, second door) and it requiring a credit per use, it adds up. I don't remember that dispenser ever getting much use at all, and its actual purpose is even less-used. So, ultimately, the criticism of this one is "no cars" and "knife dispenser", where everything else listed is inconsequential to the untrained eye, and therefore not worth being listed as a con. One of those criticisms is a concern about fun factor, which, y'know, it's 67thway. Fun leaks out of its crevices. The other is a balance concern, which, sure, but that's throwing out the baby with the bathwater.
  6. Honestly, I've played a lot of this map, and I'm not sure I've ever actually sat there and thrown bowling balls down the lanes. Can't remember a time. The main area is large, but @fozilla mirefox made it perfectly clear in rounds of this map that sniping from across it is a perfectly viable strategy, especially since, in TTT, the sniper shots don't echo through the room like one would expect. As far as I was always concerned, being in the big, open room itself was a death sentence, so I would avoid it, preferring to be in the back halls, where there's more than enough to keep you occupied for a full round. The main area became, if anything, the place to escape to temporarily after something happens in the back halls. As stated, too, the T-Tester on this map is, in my experience, the highest-traffic T-Tester in any map, and manages to keep rounds both focused out of the main area, and tense, because not attacking it is a major weakness for the Ts. This could be a difference in play style or time played, but community_bowling always stands out in my mind as an excellent TTT map specifically because it creates tension across the entire play space, even when somewhere between a third to half of it is a death trap, just waiting to get your head shot off if you linger.
  7. In my experience, that simplicity is a large part of what makes it an excellent map. Maybe we should play more of ttt_dolphins, but my first impression of it wasn't sparkling, that's for sure. It has winding corridors to isolate people, but felt claustrophobic, even in the larger areas. It's the kind of map to instill that "someone could come around any corner at any moment" feeling that often degrades the performances of Ts, leading to worse rounds and less interested players overall. It's similar to neotokyo or whatever it's called, in that vein. community_pool's corridors are larger while there's still plenty of corners and doors to disappear around. It makes it easier for people to become familiar with in the few rounds they have per go-'round when the map is voted for, so even someone who hasn't seen it before will be able to perform on it, no matter their role. Everyone playing closer to the top of their game is good for TTT, as skilled players creates more tension, as opposed to everyone having no idea where anything is and finding it difficult to create call-outs because the map is over-complicated for its purpose. Which I'd say is the case for ttt_dolphins. "Not a whole lot going on" is excellent when the few things that are going on draw people towards them, alone or in groups, and prevents analysis paralysis for both Innos and Ts.
  8. Full map name ttt_office_b1 Type of map Gmod - TTT Link to map download https://steamcommunity.com/sharedfiles/filedetails/?id=186844385 Additional information Despite its age, ttt_office_b1 is an excellent addition to the server lineup, offering a dense, post-apocalyptic-looking office and parking garage locale. With plenty of snaking corridors to disappear into, pathways between the middle and lower levels, and, the main attraction, ELEVATORS that go between the middle to top floors, office_b1 certainly doesn't lack for variety. Rounds can vary widely, with people grouping up in many different corners of the map, risking C4 detonating from carefully-selected positions on the same floor or on the floors above and below. The verticality of this grungy map is practically without equal, offering three distinct planes to wage a sneaky war on and vanish across while Detectives hunt like mad to figure out what isolated corner you've stuck a Decoy in. Flashy and colorful are non-concepts to this classic map, but it suffices with everything TTT maps truly need, and a little more for experienced explorers of it. [Recommended player count: 6-20] Screenshots attached Main spawn area: https://i.imgur.com/j0YP72v.png Spawn-adjacent lobby: https://i.imgur.com/114Tn1Q.png Main area and hall to side elevator: https://i.imgur.com/eXOBw86.png Central elevator room: https://i.imgur.com/VmAfM8s.png Back hallways 1: https://i.imgur.com/kFEa8eC.png Back hallways 2: https://i.imgur.com/m7f3dPO.png Back hallways 3: https://i.imgur.com/DDCo8Za.png View of the offices from inside the central elevator: https://i.imgur.com/FpU70cF.png View of the offices from outside the side elevator: https://i.imgur.com/Vn7csE1.png The office area: https://i.imgur.com/V0tplbD.png Hallway leading from main area to the underground: https://i.imgur.com/tl0DzCT.png Underground security office: https://i.imgur.com/8raFjAw.png Underground waterway: https://i.imgur.com/FTqGfLk.png
  9. Full map name ttt_community_pool Type of map Gmod - TTT Link to map download https://steamcommunity.com/sharedfiles/filedetails/?id=118623480 Additional information Who doesn't love a day at the pool? Made by Bender180, the same genius behind community_bowling, ttt_community_pool is a classic that can't be skipped. BUT! This is NOT the most-recent version of community_pool! This is NOT the 2017 version! But WHY, though? Well, the 2017 version of community_pool suffers from over-polish. Some of the passageways have been de-simplified and made claustrophobic for both people and the many props that inhabit the same space. It's VERY common on the 2017 version to find yourself stuck on props, doorways, and your fellow terrorists as you scramble through the excessively-decorated spaces. But, conversely, there are some rooms, such as the restrooms/locker rooms which have been drastically widened, creating extra space where none is truly needed. This ORIGINAL version of community_pool has NONE of those defects, and stands tall as one of the best maps that TTT has to offer. This map sports a useable T-Tester, a trademark secret, a T-Room that spans a third of the map, multiple T-Traps to further give them an edge, and plenty of doors and corners to help conceal the plentiful killing going on. Much like community_bowling, pool has condensed the TTT experience into the insides of a single building, and put enough attractions, distractions, and functions to make it exciting and different every round. [Recommended player count: 4-20] Screenshots attached The front doors of your local pool: https://i.imgur.com/UgidIE2.png Lobby area: https://i.imgur.com/OtmlUqf.png Nearly-identical restrooms on either side: https://i.imgur.com/wI0DsxL.png The pool itself: https://i.imgur.com/jTiu7p9.png The central hall, with changing rooms on one side and an office on the other, as well as the ladder leading down to the maintenance room: https://i.imgur.com/FqyrFmb.png The maintenance room: https://i.imgur.com/eig2bX8.png The T-Tester: https://i.imgur.com/QS6ORUL.png The first entrance to the T-Room(s): https://i.imgur.com/pucwSI2.png
  10. Full map name ttt_community_bowling Type of map Gmod - TTT Link to map download https://steamcommunity.com/sharedfiles/filedetails/?id=131667838 Additional information Usually seen in conjunction with its sister map, community_pool, this map, ttt_community_bowling is an easy pick for any server must-have list. On first glance, the main attraction of this map is the large bowling area that most will spawn in, and, despite being a wide-open area, it's not without cover, sneaky places to snipe from, or corridors to disappear into. All of the bowling lanes end in a small hole that can only be accessed from the hallway behind them, and a player can easily fire into the open bowling area. The adjoined lobby, lounge, and kitchen are all high-traffic areas, but the lounge comes with the added bathrooms and T-Room to sneakily make plays and get away unscathed. But, most importantly, are the back hallways. The long stretches of space are prime sniping positions for a T falling back or an Inno/Detective holding down the T-Tester to improve their odds against the backstabbers among them. This is, in reality, the most high-traffic area of the map and, quite possibly, the most-used T-Tester to be found in any given TTT map, even compared against 67thway's versions. This map isn't without a secret to be found, and a token one at that, but it demonstrates the love that went into crafting the map overall. [Recommended player count: 4-16] Screenshots attached Main bowling area: https://i.imgur.com/xsCip7a.png Lobby: https://i.imgur.com/KPoIxNz.png Lounge: https://i.imgur.com/1Yz1g2o.png Eastern hallway to T-Tester: https://i.imgur.com/CoXi6kc.png Northern hallway to T-Tester: https://i.imgur.com/N9mWlyc.png Hallway behind the T-Tester+T-Room: https://i.imgur.com/gPmO27D.png The T-Tester: https://i.imgur.com/qtNlP2H.png The T-Room: https://i.imgur.com/U3BpefX.png
  11. Full map name ttt_67thway_v14 Type of map Gmod - TTT Link to map download https://steamcommunity.com/sharedfiles/filedetails/?id=298470515 Additional information Over a year after the release of ttt_67thway_v7 - already one of the most iconic maps in the gamemode's entirety - came the release of the new, improved, polished, and tricked-out ttt_67thway_v14. With ALL of the benefits that existed in v7, 67thway_v14 is not only outfitted with a few tasteful/non-game-changing secrets, cleaned-up areas (including a redesigned T-Room), extra additions to the underground around the T-Tester, and the return of the cars driving down the main street. Once again re-adding automobile accidents to the mix, v14 is v7 with more, top to bottom, but not nearly so much more that it would fight with the excellent design of the map overall. With all the glowing praise heaped upon v7, there's only so much more that can be said. If only one version can be used, it's honestly hard to pick, but the truth is this: v14 and v7 are the two best versions of 67thway, and either or both deserve to be included. [Recommended player count: 6-20] Screenshots attached Redesigned underground area: https://i.imgur.com/BBj1Bc6.png Redesigned T-Room: https://i.imgur.com/Zzknht7.png Main street, with cars active: https://i.imgur.com/Hm1OYPD.png Secret passage #1: https://i.imgur.com/eUa4OnJ.png Barn area, completely accessible: https://i.imgur.com/gTJtsQW.png Melon maze to keep spectators busy: https://i.imgur.com/Tclmsqr.png
  12. Full map name ttt_67thway_v7(_j_l) Type of map Gmod - TTT Link to map download https://steamcommunity.com/sharedfiles/filedetails/?id=140410125 Additional information The first of many upcoming map submissions to the TTT server! And this one's first for a reason. Welcome to ttt_67thway_v7, which should easily be considered the definitive version of 67th pre-modernization, and one of the mainstays of every good TTT maplist. 67thway, even back in 2013, when this version was posted, had everything a TTT map needs. As far as map design, there are wide-open areas for players to congregate, goof around, and accuse each other, as well as for snipers to pick off the less aware. There are narrow corridors to isolate and silence the curious and/or wary wanderers. There are attractions, such as the T-Tester, gun store, and barn to draw players away from the crowds (or into them), as well as T-specific utilities and rooms to give Traitors the edge they need when picking off numerous Innocents. The only mark against this particular version (though, it's a plus to some) is the absence of the cars driving down the main street. The hilarity inherent in having blind, deaf, and stupid motorists blazing through a high-traffic area of the map is not present, though neither is the off-chance of being in the middle of a big play and accidentally forgetting to watch out of murderous Sunday Drivers. The map strikes a balance of having important Traitor utilities focused in one place, near the T-Tester, giving the mobility and surprises they need. However, unlike previous versions of the map, some tried-and-true traps that can be used in the basement can now be circumVENTed by the addition of a vent system that requires Innos to destroy their best hope: the T-Tester itself. This version is NOT secret-laden, and it exists as a snapshot of classic Gmod map design, existing alongside icons like rp_downtown_v4c_v2, quite possibly the most famous DarkRP map ever made, which came out only five months before 67thway_v7. And, one of this map's best qualities, is the easter egg inclusion of a particular song left playing on the barn's radio, cementing it as a product of its time and demonstrating the love of Source-related gaming culture that went into it. As far as I'm concerned, this is a must-have map. But, if "classic" sounds more like "old" to our average player nowadays, then my next submission may be more to their tastes... [Recommended player count: 6-20] Screenshots attached Main Street, wide shot: https://i.imgur.com/nhd2AC2.png House and anti-car blockage: https://i.imgur.com/KaXV4xR.png Barn area, accessible: https://i.imgur.com/O22nHNg.png T-Tester with breakable control box: https://i.imgur.com/WUmxZB5.png
  13. It's probably already on the docket (or taken care of), but, as of an hour or so ago, there were still chat messages popping up telling people to use the disabled plugins, so that'll probably need to go to avoid confusion.
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