+200.Kixxe wrote:"Hmm, okay, time for a game of spring. Let's see... 5v5 on speedmetal, 6v6 on speedmetal, 4v4 on speedmetal.. OH a Small divi.. oh passworded... well maybe i can host a game then!NOiZE wrote:But seriously the texture isn't THAT bad..
and everything alligns nicely... Thats why it's popular... IMO it is fine that it is popular... I don't see why you ppl care..
*hosts*
Noob 435 joined the game!
Hi!
Speedmetal pls!!!
Err.. no, i hate metal maps.
Noob 435 has left the game...
Sigh.
"
Fin
Show Your Hate Of _THAT_ Map
Moderator: Moderators
I'm rather torn, I don't want the community to ban speedmetal, because that shows we're not letting people play an open source game in an open source way.
But if we keep speedmetal around, and other high metal maps, we just might go the same way as the starcraft online community, always playing stupid high resource maps that have no strategic points or tactics or speak anything to the actual balance of the game.
Starcraft is a fantastic game if you play the multiplayer maps that came with the game, there is almost always a struggle for resources and if you don't expand, you're toast.
Yet, we must recognize that Spring and its mods are not anything close to Starcraft, and that there are a quite a few game dynamics that even make a game if Speedmetal quite a lot more enjoyable than a game of $$$BIG$$GAME$$HUNTERS$$$. Also, I believe that when people play Speedmetal is more out of the inablity to discern what units do what because they're new at the game, and by playing speedmetal, players are able to notice unit rolls and what units do what. Of course, the otherside of that is that they will also learn what units are completely worthless on Speedmetal and probably disregard them all together. Utimately, I feel that sooner or later, people will just get tired of Speedmetal.. and then they will move on to other maps.
Another thought: Why don't we just have a tag that limits the max returns of metal extractors? That way in any situation, a mex might only be able to extract up to 3 metal per tick...
But if we keep speedmetal around, and other high metal maps, we just might go the same way as the starcraft online community, always playing stupid high resource maps that have no strategic points or tactics or speak anything to the actual balance of the game.
Starcraft is a fantastic game if you play the multiplayer maps that came with the game, there is almost always a struggle for resources and if you don't expand, you're toast.
Yet, we must recognize that Spring and its mods are not anything close to Starcraft, and that there are a quite a few game dynamics that even make a game if Speedmetal quite a lot more enjoyable than a game of $$$BIG$$GAME$$HUNTERS$$$. Also, I believe that when people play Speedmetal is more out of the inablity to discern what units do what because they're new at the game, and by playing speedmetal, players are able to notice unit rolls and what units do what. Of course, the otherside of that is that they will also learn what units are completely worthless on Speedmetal and probably disregard them all together. Utimately, I feel that sooner or later, people will just get tired of Speedmetal.. and then they will move on to other maps.
Another thought: Why don't we just have a tag that limits the max returns of metal extractors? That way in any situation, a mex might only be able to extract up to 3 metal per tick...
Last edited by Neuralize on 11 Jul 2006, 10:51, edited 2 times in total.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Honestly I don't see why people are so concerned about how other people play the game. It's like dealing with a bunch of homophobes. It's not your buisiness if people choose to play a certain way, it's thier computer, thier game, they can use it how they please as long as they follow the rules. It doesn't hurt you, it doesn't hurt the comunity, it doesn't hurt them because they are having fun and that's the only reason any of us downloaded this game to begin with.
Speedmetal is one of the best designed maps in spring right now and it's no suprize it is well played due to that fact. Frankly this proclimation that you as a player have the right to tell other people how they are supposed to play the game just shows that you yourselfs are weak players.
Speedmetal is one of the best designed maps in spring right now and it's no suprize it is well played due to that fact. Frankly this proclimation that you as a player have the right to tell other people how they are supposed to play the game just shows that you yourselfs are weak players.
swift...
ffs its a circle between two squares connected by a line.
its a insane chokepoint and completely wankers dynamic play
its metal and wind are absurdly high which imbalances every mod
i'm not say ban it. i say play it less often, once a month or so is PLENTY, get some INTERESTING, DYNAMIC games flowing.
and you play it how often? and you enjoy the games how much? and you appreciate in the future 90% or more of the community will know only how to play that map? adn you realise the implications this has on those who like a nice 1v1/2v2 NOT on speedmetal?Speedmetal is one of the best designed maps in spring right now
ffs its a circle between two squares connected by a line.
its a insane chokepoint and completely wankers dynamic play
its metal and wind are absurdly high which imbalances every mod
i'm not say ban it. i say play it less often, once a month or so is PLENTY, get some INTERESTING, DYNAMIC games flowing.
http://www.fileuniverse.com/images/n0Ob ... 20m4pz.GIF
sums it up tbh, mappers assemble and make random polygons connected by thin bridges with pointless terrain about and insanely high metal and wind values! you've been doing it wrong all this time!
sums it up tbh, mappers assemble and make random polygons connected by thin bridges with pointless terrain about and insanely high metal and wind values! you've been doing it wrong all this time!
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I don't play speedmetal that much, I prefer more traditional stratigey and games where micromanagement is acctually useful.
The reason speedmetal is one of the best designed maps in spring is that it very very effectively meats the conditions of it's creation. It's not a map about conventional stragegy, it's not a map about intese micromanagement skill, it's a map about breakneck all or nothing macromanagement and large scale battles, and it does that far better then any conventional map. It isn't gorgeous, but at the same time it isn't an eyesore. I wouldn't give the mapper any art awards but the design is spot on.
There's no other map in spring that gets me to use my whole military potential at the same time. Yet in speedmetal I have droves of L1 and L2 kbots, as many kroggies as I can manage, nukes as soon as possible, brawlies and L2 fighters in as high a population as possible, and all of them will be converging on exactly the same point, and the opponent knows it's coming. It's one of the only maps in spring that's 100% about skill elements, building as efficiently as possible, and 0% about stratigy. It doesn't force you to look for the back doors or the easy ways in, you need to very simply outmass your opponent. Design is in the simplicty and speedmetal hit the nail on the head.
The reason speedmetal is one of the best designed maps in spring is that it very very effectively meats the conditions of it's creation. It's not a map about conventional stragegy, it's not a map about intese micromanagement skill, it's a map about breakneck all or nothing macromanagement and large scale battles, and it does that far better then any conventional map. It isn't gorgeous, but at the same time it isn't an eyesore. I wouldn't give the mapper any art awards but the design is spot on.
There's no other map in spring that gets me to use my whole military potential at the same time. Yet in speedmetal I have droves of L1 and L2 kbots, as many kroggies as I can manage, nukes as soon as possible, brawlies and L2 fighters in as high a population as possible, and all of them will be converging on exactly the same point, and the opponent knows it's coming. It's one of the only maps in spring that's 100% about skill elements, building as efficiently as possible, and 0% about stratigy. It doesn't force you to look for the back doors or the easy ways in, you need to very simply outmass your opponent. Design is in the simplicty and speedmetal hit the nail on the head.