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	<title>ETF2L &#8211; Latest activity in &#8220;ETF2L Season 16 Map Pool - Ideas&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-27068/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by Droidster</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-11/?recent=468691#post=468691</link>
    	    <description><![CDATA[<i>Quoted from fraac</i>
		<blockquote>[...]

I don't rate any of those maps.</blockquote>

Have you played any of them?

http://teamfortress.tv/forum/category/2 For all your new map needs.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 21:20:31 +0200</pubDate>
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    	    <title>Reply by fraac</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-11/?recent=468691#post=468681</link>
    	    <description><![CDATA[As I said, isn't the problem that good, unknown 6v6 maps don't exist, rather than we're just not playing them?]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 20:26:25 +0200</pubDate>
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    	    <title>Reply by JackyLegs1</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-11/?recent=468691#post=468676</link>
    	    <description><![CDATA[<i>Quoted from fraac</i>
		<blockquote>[...]

I don't rate any of those maps.</blockquote>
Then which maps do you have in mind then?
Please don't say old ones like well, plesae.

Also if there are so many people that don't wanna play cp_gravelpit and there are some who want to play cp_gravelpit, how about you comprimaise and play another A/D map like cp_ediface? :(]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 18:48:49 +0200</pubDate>
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    	    <title>Reply by fraac</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-11/?recent=468691#post=468675</link>
    	    <description><![CDATA[<i>Quoted from JackyLegs</i>
		<blockquote>How about you'd fund a cup for <strong>new</strong> maps in ETF2L like all the ones we suggested?
That'd be a cool idea and also a chance to play new maps such as:
cp_metalworks
cp_derecho (looks like alot of potential to it)
koth_canopy
koth_coalplant (please this)
cp_ediface

These maps in one cup of 5 rounds, each round bo3 and will contain only the <strong>new</strong> maps we choose.</blockquote>

I don't rate any of those maps.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 18:32:10 +0200</pubDate>
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    	    <title>Reply by Ond kaja</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-11/?recent=468691#post=468674</link>
    	    <description><![CDATA[bring back gravelpit]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=27068&#038;post=468674</guid>
    	    <pubDate>Sun, 01 Sep 2013 18:27:32 +0200</pubDate>
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    	    <title>Reply by JackyLegs1</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468673</link>
    	    <description><![CDATA[How about you'd fund a cup for <strong>new</strong> maps in ETF2L like all the ones we suggested?
That'd be a cool idea and also a chance to play new maps such as:
cp_metalworks
cp_derecho (looks like alot of potential to it)
koth_canopy
koth_coalplant (please this)
cp_ediface

These maps in one cup of 5 rounds, each round bo3 and will contain only the <strong>new</strong> maps we choose.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 18:19:39 +0200</pubDate>
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    	    <title>Reply by accless</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468670</link>
    	    <description><![CDATA[<i>Quoted from fraac</i>
		<blockquote>Isn't it the case that good, unknown 6v6 maps don't exist, rather than we're just not playing them? STAR_ held a competition on tf2maps.net looking for highlander koth maps, the winner was koth_arctic. I'd add a couple of hundred quid to a prize fund for 6v6 5cp maps.</blockquote>

Get in talks with people! Organise! I'm pretty sure this will spur quite a few map makers.

<i>Quoted from Smyther</i>
		<blockquote>Trial and error implies blindly guessing, feeding the result into a simple algorithm, then making an adjustment according to a simple calculation and repeating until you're satisfied. It's crude.
</blockquote>

Now I get it. Though I assume we wouldn't have blindly taken a random amount of unlocks, thrown them in the mix and see what happens. Analysis first, though then. But screw all that. New maps!]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 18:07:16 +0200</pubDate>
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    	    <title>Reply by Droidster</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468669</link>
    	    <description><![CDATA[<i>Quoted from fraac</i>
		<blockquote>Isn't it the case that good, unknown 6v6 maps don't exist, rather than we're just not playing them? STAR_ held a competition on tf2maps.net looking for highlander koth maps, the winner was koth_arctic. I'd add a couple of hundred quid to a prize fund for 6v6 5cp maps.</blockquote>

Moneybags Fraac has arrived]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 18:03:56 +0200</pubDate>
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    	    <title>Reply by fraac</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468668</link>
    	    <description><![CDATA[Isn't it the case that good, unknown 6v6 maps don't exist, rather than we're just not playing them? STAR_ held a competition on tf2maps.net looking for highlander koth maps, the winner was koth_arctic. I'd add a couple of hundred quid to a prize fund for 6v6 5cp maps.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 17:33:50 +0200</pubDate>
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    	    <title>Reply by Smyther</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468667</link>
    	    <description><![CDATA[Trial and error implies blindly guessing, feeding the result into a simple algorithm, then making an adjustment according to a simple calculation and repeating until you're satisfied. It's crude.

Proper design involves taking a good look at what you have, the situation you in, and the result you want, then thinking hard about how to proceed in the most efficient and effective manner, which will require a lot of compromising, problem solving and repeatedly asking "Will it work?".

Both involve learning from what doesn't work, both can stop at "good enough" rather than "perfection", but it's the crudeness and forethought in the method.

It can be tempting to just "try everything with everything" when you're given a list of check-boxes, which is very scientific, focusing all effort on gathering data. But that's a lot more time and work than thinking things through, and assumes (sometimes fatally*) that what you want is in the check-boxes**. It just isn't a healthy kind of thinking.

* Fatally in the sense that it can cause your project to fail/die.
** i.e. I think TF2 needs a vanilla uber that builds much faster, but that isn't in our list of check-boxes, and if we confined ourselves to that list, we'd never think to look at that. Go watch day9's "eliminating assumptions" lecture for more on this.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 17:30:45 +0200</pubDate>
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    	    <title>Reply by accless</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468664</link>
    	    <description><![CDATA[<i>Quoted from Smyther</i>
		<blockquote>[...]
I think some are resentful towards unlock comments partly because they see it as <strong>distracting from map making.</strong>

Maps are half a game's gameplay, and are normally the only thing that's up to the community. But TF2's unlocks create this "catalogue &#38; chequebook engineering" situation that's also left up to the community thanks to black/whitelists. <strong>Choosing is easier than creating or reworking, in fact it's so easy to toggle these choices on &#38; off that everyone wants to get involved and give input because it's just so easy to implement. What's more, with all these old maps lying about, people start doing the same with them.</strong>

I'm not saying you are or aren't onto something, but you're proposal is just more input about mix-and-match choices, rather than putting time, effort and thought into the specifics of finding and analysing problems, then designing and implementing new solutions. <em><strong>"Design by trial and error is not good practice"</strong></em>, my lab professor reminded me this year.

Off-topic: I wonder what Scott Adams (creator of Dilbert) would make of the compTF2 community/situation....</blockquote>

I do agree with you. We'd need a better way of promoting these new maps, though. People don't really play them on their own. A cup system would be great but that is hard to organise :/

Also, that quote by your professor really irks me. How else are you supposed to design something but through trial and error? 
Might just be some context missing.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 17:06:57 +0200</pubDate>
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    	    <title>Reply by Dukermons</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468661</link>
    	    <description><![CDATA[The main complaints about freight were a boring middle, especially for soldiers, and a too easy to turtle last. I can see gunboats, for example, helping to alleviate both of those. Maybe accless and smyther have a point.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 16:55:21 +0200</pubDate>
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    	    <title>Reply by Smyther</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468607</link>
    	    <description><![CDATA[<i>Quoted from accless</i>
		<blockquote>[...]
In any case, yes. New maps over old maps; I just thought you could revive an old map as well and see it in a new light.</blockquote>
I think some are resentful towards unlock comments partly because they see it as <strong>distracting from map making.</strong>

Maps are half a game's gameplay, and are normally the only thing that's up to the community. But TF2's unlocks create this "catalogue &#38; chequebook engineering" situation that's also left up to the community thanks to black/whitelists. <strong>Choosing is easier than creating or reworking, in fact it's so easy to toggle these choices on &#38; off that everyone wants to get involved and give input because it's just so easy to implement. What's more, with all these old maps lying about, people start doing the same with them.</strong>

I'm not saying you are or aren't onto something, but you're proposal is just more input about mix-and-match choices, rather than putting time, effort and thought into the specifics of finding and analysing problems, then designing and implementing new solutions. <em><strong>"Design by trial and error is not good practice"</strong></em>, my lab professor reminded me this year.

Off-topic: I wonder what Scott Adams (creator of Dilbert) would make of the compTF2 community/situation....]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 02:51:21 +0200</pubDate>
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    	    <title>Reply by fraac</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468602</link>
    	    <description><![CDATA[I would never scrim koth regardless. I hate koth. 5cp makes sense to me.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 02:32:41 +0200</pubDate>
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    	    <title>Reply by Droidster</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-27068/page-10/?recent=468691#post=468601</link>
    	    <description><![CDATA[<i>Quoted from accless</i>
		<blockquote>[...]

I asked a question and didn't make a statement. I've been quiet in these threads before because I hadn't played the maps; which is why I'm asking those questions in the first place.
Anyway, an example...from what I've seen, when it comes to Gravelpit, people complained about Sentries being too easy to protect (in addition to a possibility of there being 2). I don't know if this was tried in other leagues, but wouldn't the Direct Hit solve a large part of that problem?

In any case, yes. New maps over old maps; I just thought you could revive an old map as well and see it in a new light.</blockquote>

ESEA allows the direct hit, they just voted gpit out.]]></description>
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    	    <pubDate>Sun, 01 Sep 2013 02:32:03 +0200</pubDate>
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