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ACG Maps
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11-11-2014, 11:02 AM #1
Odoacer AC Operations Team
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Status: Offline Posts:154 Threads:16 Joined:Apr 2014
Here are the six maps being used for ACG.

The numbers after the map names are holding times for six players and eight players, respectively. Note that default server settings are also in effect for all of these maps; that means holding time will increase for every player by 1 second every 10 minutes, and holding time will increase for the winning team only by the difference in score (1s per).

GO2011 -- 14, 18
[Image: ACG_GO2011.png]

Revolution -- 13, 16
[Image: ACG_Revolution.png]

Challenge -- 11, 13
[Image: ACG_Challenge.png]

bubblek2 -- 11, 14
[Image: ACG_Bubblek2.png]

Joy -- 8, 10 * This map has a high recharge rate.
[Image: ACG_Joy.png]

Stank -- 10, 12
[Image: ACG_Stank.png]
This post was last modified: 11-11-2014, 11:13 AM by Odoacer.

11-12-2014, 02:08 PM #2
Fordus Still n00b
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Status: Offline Posts:170 Threads:27 Joined:Apr 2014
Hey Odo, can you explain the bit about the spawn timers? I get how it would increase depending on the number of players in a map, but what's this about it increasing every 10 minutes, or only for the winning team?

holy crap I think I just figured it out, how long has this been implemented as default server setting?

I'm guessing the idea is to encourage flagging opportunities in games that are tied (base increase every 10 mins) and also discourage winning teams from just playing defensively to stall out their lead? (increase for winning team) ?

so is the increase from difference in score cumulative (i.e. it will increase every time the score becomes 1-0, 2-1, 3-2, etc.) or will only be an extra second for whatever the current score difference is ?
This post was last modified: 11-12-2014, 02:15 PM by Fordus.

11-12-2014, 02:35 PM #3
Odoacer AC Operations Team
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Status: Offline Posts:154 Threads:16 Joined:Apr 2014






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