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	<title>ETF2L &#8211; Latest activity in &#8220;Potential new competitive gametypes for map makers?&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-33198/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by F2</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-2/?recent=556841#post=556841</link>
    	    <description><![CDATA[I would love to try a 3cp domination map.]]></description>
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    	    <pubDate>Wed, 20 Jul 2016 15:01:23 +0200</pubDate>
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    	    <title>Reply by Mould</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-2/?recent=556841#post=556826</link>
    	    <description><![CDATA[<i>Quoted from limede</i>
		<blockquote>I don't have any idea of what I'm doing here or if what I'm about to say as ever been proposed or if it is completely retarded. Be free to trash my shit idea.

So, why don't we make 5CP non time based? I mean, time would still be important, but wouldn't be the core of winning. Basically we need to make a system that effectively punishes standing around itching your ball sack.
So the stupid idea I had is, having a point system. </blockquote>

this is the kind of thing that sounds like a great idea but in practice it's essentially the same scenario- you still have the team that's winning with no reason to push holding.

In any given situation you can come up with, there's always a team that's winning and a team that's losing- in a position where that happens, it's always on the losing team to make a play. Even if you reverse the situation and make it so it's +points instead of -points for 90seconds, you only reverse the team that has to make the play, the losing team is incentivised to not push because just by holding the eventually reset the match to a drawing state. 
Otherwise it's just a situation where the team that'll win if the clock runs down has no reason, just like it is currently. The point is that points per second is still a time based gamemode.]]></description>
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    	    <pubDate>Tue, 19 Jul 2016 20:19:56 +0200</pubDate>
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    	    <title>Reply by Triga</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=556823</link>
    	    <description><![CDATA[<i>Quoted from hr</i>
		<blockquote>[...]
I think method's suggestion wouldn't just be a dm-fest. It would be moreso than 5cp but much less than koth in my opinion. There would certainly be some interesting tactics with rotating presence between points and spotting pushes early I think. Either way stalemates are terrible and a few more dmlords for a lot less stalemates seems like a good trade to me.</blockquote>]]></description>
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    	    <pubDate>Tue, 19 Jul 2016 18:01:39 +0200</pubDate>
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    	    <title>Reply by HR</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=556807</link>
    	    <description><![CDATA[<i>Quoted from Ombrack</i>
		<blockquote>Almost everyone is crying about all these dmlords without brain, and then the ideas are about having more dm-centric maps. I must admit I dont get it.</blockquote>
I think method's suggestion wouldn't just be a dm-fest. It would be moreso than 5cp but much less than koth in my opinion. There would certainly be some interesting tactics with rotating presence between points and spotting pushes early I think. Either way stalemates are terrible and a few more dmlords for a lot less stalemates seems like a good trade to me.]]></description>
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    	    <pubDate>Mon, 18 Jul 2016 19:44:26 +0200</pubDate>
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    	    <title>Reply by Ombrack</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=556806</link>
    	    <description><![CDATA[Almost everyone is crying about all these dmlords without brain, and then the ideas are about having more dm-centric maps. I must admit I dont get it.]]></description>
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    	    <pubDate>Mon, 18 Jul 2016 18:52:18 +0200</pubDate>
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    	    <title>Reply by Triga</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=556802</link>
    	    <description><![CDATA[seems to complex for me :( and it would mind fuck new viewers thus comp dies :&#60;

but something like standin sounds good i would love to watch something like that or a type of 3cp map where holding 2cp&#039;s = 2 sec off a 5 min clock every second while holding 1cp will = 1 second off of the 5 min clock every second. This would make tf2 pretty tactical while not being too complicated like hardpoint from cod but 3 points and holding more = more points.]]></description>
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    	    <pubDate>Mon, 18 Jul 2016 16:58:46 +0200</pubDate>
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    	    <title>Reply by Limede</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=556388</link>
    	    <description><![CDATA[I don't have any idea of what I'm doing here or if what I'm about to say as ever been proposed or if it is completely retarded. Be free to trash my shit idea.

So, why don't we make 5CP non time based? I mean, time would still be important, but wouldn't be the core of winning. Basically we need to make a system that effectively punishes standing around itching your ball sack.
So the stupid idea I had is, having a point system. 

Let's say 10000 points for each team, with the goal being reaching 0 points for the win.
Each mid and 2nd points captured score -500 points for the team, while the last point scores -750. Not only this but every time you capture a point, the points of your team start actively going down like so:
First 15 seconds: -10points per second
15-20 seconds: -3p/s
20-30 seconds: -1p/s
30-90 seconds: NO POINT REWARD
90+: Not sure what to make of this, either -3p/s for the other team or +5p/s for the team that has the point

This would effectively work as stalemate killer, since standing around hinders your team. I'm sure that the actual point values for each action and starting points would need to be tweaked and optimized so that a balanced match doesn't take more than the half an hour we are used to.

I dunno, just throwing this out there.]]></description>
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    	    <pubDate>Sun, 03 Jul 2016 20:43:32 +0200</pubDate>
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    	    <title>Reply by Bulow</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=555781</link>
    	    <description><![CDATA[<i>Quoted from Phnx</i>
		<blockquote>[...]
it's not a good map to spectate, you cannot follow 8 points</blockquote>

I think Canalzone 2 only had 6 points, but that's fair criticism. I prefer playing games to watching them though, so if I had to choose between a fun map to play and a fun map to watch, I'd pick the former.]]></description>
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    	    <pubDate>Wed, 22 Jun 2016 00:14:51 +0200</pubDate>
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    	    <title>Reply by gilad1280</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=555780</link>
    	    <description><![CDATA[<i>Quoted from Bulow</i>
		<blockquote>If you build it, they will come.  And then hopefully they will play test it, and help you improve it.

Canalzone 2 is a very good mad, should be played more.</blockquote>
it's not a good map to spectate, you cannot follow 8 points]]></description>
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    	    <pubDate>Tue, 21 Jun 2016 23:47:38 +0200</pubDate>
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    	    <title>Reply by Bulow</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=555777</link>
    	    <description><![CDATA[If you build it, they will come.  And then hopefully they will play test it, and help you improve it.

Canalzone 2 is a very good map, should be played more.]]></description>
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    	    <pubDate>Tue, 21 Jun 2016 21:44:22 +0200</pubDate>
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    	    <title>Reply by HR</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=555770</link>
    	    <description><![CDATA[To people's points about koth being the way forward but the issue being a lack of good koth maps - I'd argue that koth is boring to watch and to play because the game is all focused around one point the whole game.

I feel like a lot of people really dislike koth for a bigger reason than just a dislike of viaduct or other koth maps we've tried.

 There is also much less strategy than something like 5cp as the game moves and flows as points get taken.

To mould's point about method's idea being just a more convoluted version of koth - I must admit that I haven't watched call of duty so my idea of exactly what the idea is isn't perfect. But I doubt it will just be like holding mid if you have two points. 

I imagine all three points will be fairly independent and holding two points at once will be different to just holding mid on koth as there will be multiple routes to cap one of the points and it won't just be as if one team can hold a point which prevents the other team from getting to the other point they hold. 

This also opens up with some strategy with the defending team being able to rotate themselves around the points that they hold and attackers being able to exploit a weaker defence or presence on one of the points that they hold.

It will also be more difficult to hold two points at once than just holding one on koth so I see more back and forth going on.

I think the biggest reason that this is potentially better than koth is that the game will move around a bit and won't have all the focus around one point, making it more interesting and a better experience for spectators. 

Maybe this idea is a good one, maybe not but I agree that 5cp is pretty bad once stalemates start to occur and we need to change something and I don't think koth is the answer.]]></description>
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    	    <pubDate>Tue, 21 Jun 2016 19:12:48 +0200</pubDate>
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    	    <title>Reply by Mould</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=555756</link>
    	    <description><![CDATA[this is essentially just a more convoluted version of koth- I'm struggling to understand how a 3cp version has any merit at all, considering that having 2 cps is essentially the equivalent of holding mid on a koth version

especially considering you then punish the other team for failing to attack the central point of the map far more heavily, given that if they do they have to succeed another push just to reset the situation to one they still aren't gaining any traction in, as opposed to a situation that doesn't get any worse. 

I don't think there's any issue with koth maps as they are, it just happens that viaduct isn't a very good map (in my opinion)]]></description>
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    	    <pubDate>Tue, 21 Jun 2016 07:35:21 +0200</pubDate>
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    	    <title>Reply by SirCupcake</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=555755</link>
    	    <description><![CDATA[<strong>good</strong> regular koth maps are fine really. There's just not a huge deal to chose from at the moment]]></description>
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    	    <pubDate>Tue, 21 Jun 2016 06:41:35 +0200</pubDate>
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    	    <title>Reply by BlitZo</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=555747</link>
    	    <description><![CDATA[More good koth maps is what we need, it has good flow and is fun to watch, and intense until the last second !]]></description>
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    	    <pubDate>Tue, 21 Jun 2016 00:30:18 +0200</pubDate>
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    	    <title>Reply by RayBanVision</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-33198/page-1/?recent=556841#post=555744</link>
    	    <description><![CDATA[Nothing like that ^]]></description>
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    	    <pubDate>Mon, 20 Jun 2016 21:53:51 +0200</pubDate>
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