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Posted

Something have to be done with Siwa Oasis on Silent1. It's complete cluster map. Allies need to be stacked like hell and with a coordinated team, which only happens in 1/10 times.

Allies can barely win this map, while Axis can just rack up kills sitting and camping waiting for allies to come out 2 ways, tunnel and main, both ways make allies extremely easy targets while axis got objects to hide behind.

 

- Change Spawntimer for Axis (it's too short)

- Change Version 

- Remove

 

I beg you, please do something about it.

 

  • Like 2
Posted (edited)

this map is so old on silent1 than i cant remember i dont know maybe removing it or change that version some suggestion


Oasis Winter

OBJECTIVES (ALLIES):

1 Primary Objective:Destroy the North Pak 75mm Gun in the Axis Garrison.

2 Primary Objective:Destroy the South Pak 75mm Gun in the Axis Garrison.

3 Primary Objective:Breach the Old City Wall.

4 Secondary Objective:Capture the Old City.

5 Secondary Objective:Repair the Oasis Water Pump and drain the water out of the Caves leading to the Old City.

6 Secondary Objective:Repair the Old City Water Pump and drain the water out of the Caves leading to the Axis Garrison.

7 Secondary Objective:Establish a forward Command Post at the Oasis.

8 Secondary Objective:Prevent the Axis from fortifying their position with a Command Post in the Upper Garrison.

OBJECTIVES (AXIS):

1 Primary Objective:Protect the North Pak 75mm Gun in the Axis Garrison.

2 Primary Objective:Protect the South Pak 75mm Gun in the Axis Garrison.

3 Primary Objective:Defend the Old City Wall from being breached.

4 Secondary Objective:Defend the Old City.

5 Secondary Objective:Keep the Caves between the Oasis and the Old City flooded by preventing the repair of the Oasis Water Pump.

6 Secondary Objective:Keep the Caves between the Old City and the Axis Garrison flooded by preventing the repair of the Old City Water Pump.

7 Secondary Objective:Prevent the Allies from establishing a Command Post at the Oasis.

8 Secondary Objective:Set up a Command Post inside the Upper Garrison.


index.php?app=downloads&module=display&sindex.php?app=downloads&module=display&sindex.php?app=downloads&module=display&sindex.php?app=downloads&module=display&s

http://fearless-assassins.com/files/file/159-oasis-winter-oasis-winterpk3/

Oasis EU beta 2


oasis_eu.jpg

http://splatterladder.com/?mod=mapinfo&idx=5386

Edited by Panth3r
Posted

- Change Spawntimer for Axis (it's too short)

 

This. Other maps would need it too tbh

  • Administrators
Posted

For longer times we have hardcore. Both servers play with different settings and such.

Posted

I know, on Hardcore the map is actually good because of FF ON. But on Silent1, BECAUSE of the settings, with that version of map, it makes too unbalanced and unfair, even if Allies are stacked up into the skies.

Consider changing to this Siwa Oasis SW Beta 3 (http://et.trackbase.net/map/21/) It will make it so much better and things will be in balance, just a suggestion.

Posted

Siwa gets voted every 8-9 maps on Silent #1 so I wouldn't remove it since it seems to be a popular map.  However, I do agree with Moses that it's a map that allies win next to never. So perhaps increasing spawn times for axis would help. The short spawn times enable an axis player who dies in tunnels or main route during an ally attack to respawn before these same allies make it to the objective. Even if they get killed again, they'll respawn a 3rd or 4th time with enough time to defuse a potential dynamite. On the other hand, allies only get one try because once they die, by the time they respawn and cross half the map back to the objective, the ally offensive is in most cases already crushed.

 

This same problem is also true for other maps, mainly Sw goldrush. This is another one that allies never win - increasing axis spawn times could help here too but imo, the sw version of goldrush is really not designed for more than a 5v5 or 6v6.  Unless axis are completely overwhelmed, in a 14v14, it's almost impossible for allies to get into the bank and back out with the gold, and then drag it across the map, past or around the axis spawn, all the way back to the truck knowing that the guys you've killed on your way in will already have respawned by the time you get back out.  I think the design of the official version would therefore fit better for Silent#1.  Also, it's a more interesting map imo since it has more objectives for both allies and axis.  On the sw version, whenever allies steal the tank, it usually makes its way to the bridge barely touched by axis, and then the rest of the map becomes just a siege of the bank.

  • Like 1
Posted

One of the most popular voted maps in Silent 1. I agree that is a hard map for allies but is not the big deal if a good medic follows you.

Posted

It kinda is a big deal, since 1allied engy and 1 allied good/godlike medic can't withstand the force of 1 axis medic and 1 axis engy who knows the map (which by now, most people do).

Knowing that it is a popular map, I don't think it's popularity will change if we change the map to another version since it will still be Oasis.

And I agree with Sumiko.

Posted

Oasis  been my favorite map since I started in et land

 

I don't get what the issue is, its a fun map, hell their all fun maps.

 

i.e. FUN

 

If teams are unbalanced fix them, even if it interrupts your game. It needs to be addressed. There is nothing wrong with the maps or the people who play on them just the Admins that need to use commands to fix it and learn to pay attention to the game at all times.

 

Need to move those good players constantly or it will get stacked. ;)

Posted

Well in my opinion, there is something wrong when you have to stack allies side with all the good players playing on the server atm for allies having a decent/good chance to win the map. And then someone does !howfair 20.00 advantage to Allies, /scores showing 200+ score to Allies, and yet Allies can't do shit. There is something wrong. You also know very well that if we stack like that the public will go all crazy whining on our asses.

 

Fyi, I do fix the teams everytime it is needed. It's not the mpa, it is the settings, and with a bunch of people the settings makes it like hell. Play on Allies on Oasis and you will feel it. 

 

And on Oasis I move people everytime, but it's no fun when you have to move people every third minute becuase of stackers and ignorant people who don't understand how unfair that map is for allies, and Goldrush for that matter. 

 

The other version is equal as fun.

Maybe add 3 sec to the spawntimer for Axis and it would be one fo the best maps on the server.

 

Sidenote: Oasis and Goldrush are very good maps, but when alot of people onw ith the settings that currently are on Silent1 (spawntimer) it makes it almost impossible to do objective on those maps.

All the other maps, are actually very good and fun and the settings work wit them, even if there are few or many players.

Posted

We can keep discussing ally tactics and admin roles all day, but the simple fact remains that, as it currently stands, allies never win these maps (oasis & goldrush).  And it's not really a recent issues either tbh.  I've been playing on Silent#1 for over a year now and I could probably count the number of times allies have won these maps on the fingers of one hand.

 

Like I've said, they are popular maps which get voted regularly and they are also 2 of my fave maps so I'm not asking to remove them.  But I agree with Moses, there's an issue with the settings.  I don't agree with the suggestion that admins should be looking to stack allies just so that allies even stand a chance. When teams are even both teams should have near a 50% chance to win. However, the current spawn times give axis too big of an advantage.  The default spawn times for oasis are 30/20 - too long for a pub server today, I agree, but the map remains the same. It obviously make a big difference  for game-play if axis respawn is only 2 seconds longer (current settings) than if it were 10 seconds longer. Although I haven't interviewed the designers of the map, it seems logical to me that this lengthier axis respawn time was also meant to compensate for how much further away allies are spawning from the objective.  We're not asking for 10 seconds but, even just a few seconds more would already make a positive difference. :)

Posted

There's also another map, which I forgot the name, where allies has to build a CP for a new spawn then steal one radar part and bring it back to the truck near CP, then escort the truck through axis spawn...

 

Allies never win that map, they rarely even get the CP. The Axis spawn is near the 2 possible ways that allies can take and they just never make it.

  • Administrators
Posted

Silent is running same spawn settings since 2008. I am not sure what has changed since last one year but never had an issue till now about allies not able to win the oasis map. 

 

Problem is players have forgotten to play in fire-team to capture to flag. At least that's what I had noticed when I was playing few months back. 

 

 

The default spawn times for oasis are 30/20 - too long for a pub server today, I agree, but the map remains the same. It obviously make a big difference  for game-play if axis respawn is only 2 seconds longer (current settings) than if it were 10 seconds longer. 

 

Current spawn times are 10/14 seconds and not 2 seconds longer which you are mentioning. It's 4 seconds more.

 

set g_useralliedrespawntime 10
set g_useraxisrespawntime 14

 

Default times are 20/30. Appx 5% difference is not going to make huge difference. But let's try 9/14 for few days and see how it goes. Let's test it out on Oasis and Goldrush.

 

PS I will try to implement axis and allies win stats per map. 

  • Like 6

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