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Old Jan 30, 2008, 04:28 PM // 16:28   #21
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I dont like the height advantage 1 team gets at VoD, its the same in corrupted, the archers with the height advantage get a damage and range bonus, the other archers end up moving too far in and often balling up more.

Its more annoying when you have played a game against some really mobile split or sineptitude and fought for every single archer hoping to punish them at VoD but instead end up getting your NPC's RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed because of a small incline in the terrain.
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Old Jan 30, 2008, 06:56 PM // 18:56   #22
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i actually like weeping stone. Catapult maps should NEVER be in at's. Its possible for both teams to play perfectly up to vod, both fire the catapult at same perfect time, one team misses and one hits on pure luck. Having maps that can let one team win or lose based purely on luck is bad.
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Old Jan 30, 2008, 07:07 PM // 19:07   #23
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Quote:
Originally Posted by langola
i actually like weeping stone. Catapult maps should NEVER be in at's. Its possible for both teams to play perfectly up to vod, both fire the catapult at same perfect time, one team misses and one hits on pure luck. Having maps that can let one team win or lose based purely on luck is bad.
I don't like it because of the aoe abuse possible there, especially at vod, but i suppose the vod abuse in solitude is also HORRIBLE.

And catamaps are fine as long as you agro npcs.
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Old Jan 30, 2008, 07:26 PM // 19:26   #24
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Quote:
Originally Posted by Kaon
I quite like this map rotation, it's got not a single "bad" map like burning, weepingstone, or corrupted. Next to that there's not really any other map i'd like to see there except perhaps a catapult map instead of nomads.
I'd like to hear why you think those 3 maps are "bad" but none of these maps are.
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Old Jan 30, 2008, 07:29 PM // 19:29   #25
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Quote:
Originally Posted by holymasamune
I'd like to hear why you think those 3 maps are "bad" but none of these maps are.
Burning is boring 1dimensional 8v8 builds and build wars.

Corrupted is the most boring map in the game that features only brainless split and does not allow collapsing.

Weeping stone is an 8v8 map with ridiculous vod mechanic. Admitted, it's the least bad in this list.


The maps currently in the list are probably the best maps in guild wars with the exception perhaps of Uncharted, eventhough games on that tend to be boring too for some reason i cannot point out.
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Old Jan 30, 2008, 07:35 PM // 19:35   #26
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Quote:
Originally Posted by langola
i actually like weeping stone. Catapult maps should NEVER be in at's. Its possible for both teams to play perfectly up to vod, both fire the catapult at same perfect time, one team misses and one hits on pure luck. Having maps that can let one team win or lose based purely on luck is bad.
No, catapult maps are one of the best IMO, besides, catapults can't kill the guild lord, yes it can kill all the NPCs which would be a terribad thing for you to let happen.

Plus catapult maps promote builds that have the ability to split and play 8v8....
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Old Jan 30, 2008, 07:52 PM // 19:52   #27
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Quote:
Originally Posted by Ensign
I haven't had any real problems with the capping mechanic TBH. Yeah it's pretty dumb when both teams are bunching up on it with 6-7 guys, but once you start messing with flaggers and pull everyone to the flag stand, the fights at the shrine turn into small skirmishes that tend to be decisive, there aren't a lot of staring contests.
Indeed, but often if the teams aren't too far apart in build, skill, and tactical reaction time, then that health bonus is one of the main reasons that skirmishes are decisive, and reinforces the priority to cap it first.
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Old Jan 30, 2008, 08:33 PM // 20:33   #28
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Getting your defensive character on the shrine first is more important than having it capped in the first place.

I don't mind the catapults on the catapult maps, even if they are pretty random. What I don't like about them is how asymmetric the bases are - the visiting team gets an awesome, easily defensible small fort with a quick path around the catapult kill zone, while the home bases are these sprawling complexes; Warriors and Hunters have archers in the middle of nowhere and a huge kill zone that you have to run through if you want to go out the front door, while Wizards is similarly sprawling but has the catapult hit in an area that *no one* ever goes to.

If the bases were even remotely symmetric on those maps I think they would be fine; however getting the visiting side is a huge advantage most of the time and that's not acceptable for a tournament map.
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Old Jan 30, 2008, 11:54 PM // 23:54   #29
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The problem with picking an ideal rotation is that so many of the maps have small things that are slightly broken and can impact a game. Weeping stone has fairly random shrooms that cause can a wipe if a monk is caught in one. Dead has bad archer placement which helps sinsplit/ shadow stepping. The catapult maps are, as ensign said, asymmetrical with random catapults. Druids actually evens the playing field at vod even if a team is getting dominated. Imo the closest thing to an ideal 6 map rotation would be:

1)Frozen
2)Imperial
3)Jade
4)Meditation
5)Uncharted
6)Solitude
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Old Jan 31, 2008, 12:31 AM // 00:31   #30
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Quote:
Originally Posted by Ec]-[oMaN
no more finals on wurms kthnx...
/agree

You could probably ditch wurms from the rotation and not that many would cry.
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Old Jan 31, 2008, 10:24 AM // 10:24   #31
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I actually kinda like Wurms as it supports skirmish play without the main objective being baseganking.

I think the problems people say they have with wurms are more problems they have with VoD and sin splits than actual stuff related the map itsself..
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Old Jan 31, 2008, 04:16 PM // 16:16   #32
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Druids is a must map for the rotation imo, its just such a well balanced map.
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Old Jan 31, 2008, 04:39 PM // 16:39   #33
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Quote:
Originally Posted by Burton2000
Druids is a must map for the rotation imo, its just such a well balanced map.
I agree, if you get ganked on druids it's almost always your own fault.
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Old Jan 31, 2008, 06:36 PM // 18:36   #34
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Too bad none of this matter since izzy rolls the dice to pick maps anyway.
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Old Jan 31, 2008, 06:57 PM // 18:57   #35
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Quote:
Originally Posted by xhappy feetx
No, catapult maps are one of the best IMO, besides, catapults can't kill the guild lord, yes it can kill all the NPCs which would be a terribad thing for you to let happen.

Plus catapult maps promote builds that have the ability to split and play 8v8....
Just stop posting.
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Old Jan 31, 2008, 07:06 PM // 19:06   #36
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I love the whole part of having the Repair Kit to think about, it adds a very interesting element to the gameplay. In terms of structure the maps are also quite even in favor towards playing split or 8v8.

Sadly, as Ensign pointed out, the person who designed them was clueless.
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Old Jan 31, 2008, 07:24 PM // 19:24   #37
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New rotation: Solitude,Wurms,Druids,Corrupted,Isle of dead,Uncharted
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Old Jan 31, 2008, 07:37 PM // 19:37   #38
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corrupted...why why why

EDIT> I had just looked at the site which did not mention wurms. my bad.

Last edited by Winstar; Jan 31, 2008 at 07:46 PM // 19:46..
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Old Jan 31, 2008, 07:41 PM // 19:41   #39
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No isle of wurms is definatly in there.
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Old Jan 31, 2008, 08:06 PM // 20:06   #40
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In game Wurms shows up but on site its not mentioned, I assume the game is right since there needs to be another anyway

"The map rotation for GvG games will be in this order: Isle of Solitude, Druid's Isle, Corrupted Isle, Isle of the Dead, and Uncharted Isle."
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