I was wondering if we should edit TTF to make a tournament suitable version. With two really good players fighting each other TTF doesn't take that long, but when you have to wait 30 seconds on every event it can take ages and ages.
I was thinking we could cut it off at the king event and maybe make it easier to play in tournaments.
Also remove the onager level for good since its not really meant to be played 1v1
Promotes people actually playing maps for fun. Different maps.
I would do it for fun definitely.
I like the 30 second thing though... after the winner gets to to platform
the enemy has 30 seconds to still get there to get his 2 points. (Winner gets 3 gold i belive)
Unless you want to completely edit the map and make it so winner only gets 1 gold per victory
I wasn't talking about removing the 30 seconds, just saying that it takes a long time for people to play if the other person isnt very good and u have to constantly wait for them
taking out a few events would balance it. The onager event, the VDML event, the huskarl event being just a few that really have no place in a 1v1.
TTF doesn't take as long 1v1 as most players think.
Also the luck variant is so important to keep in this type of map.
VDML should stay and Huskral also I think *although I would not be against removing the end maze*.
Onager could be removed but I would just remove the trees and make it about attacking each other as opposed to attacking certain points of the obstacle.
TTF doesn't take as long 1v1 as most players think.
Also the luck variant is so important to keep in this type of map.
VDML should stay and Huskral also I think *although I would not be against removing the end maze*.
Onager could be removed but I would just remove the trees and make it about attacking each other as opposed to attacking certain points of the obstacle.
What if you are playing someone like Tra? Think about playing TTF in hard lag.
Most of the obstacles are still based on game ticks. So if the lag was a constant delay the obstacles in theory would still be completed in the same amount of game time. The only delay would be from the users lag not the map design.
sorry charlie, though most of them are based on tricks, for instance the hev cav one where u get blown up if ur caught in the ash, or the manguadi one or most of them in hard lag sucks...... sux bad , perhaps you've never experienced the lag of tra and newschool mexicans , in which you're a lucky guy aha
Its kind of the opposite actually. I have played in lag so much in TTF that I know how to adjust quickly. It really is the same thing u figure out the delay and u make your adjustment so it cooridnates to the game ticks.
Obviously if the lag is not consistent this does not apply... but unless someone is intentionally lagging the lag should remain consistent.
Its kind of the opposite actually. I have played in lag so much in TTF that I know how to adjust quickly. It really is the same thing u figure out the delay and u make your adjustment so it cooridnates to the game ticks.
Obviously if the lag is not consistent this does not apply... but unless someone is intentionally lagging the lag should remain consistent.
I played in intense lag back in the zone but we are talking random timings In regular lag it is just a matter of timing how long it takes for your unit to react to a command. For example in general for the cav archer one I just click when the rubble places a third and it works 99% of the time in lag.
Its kind of the opposite actually. I have played in lag so much in TTF that I know how to adjust quickly. It really is the same thing u figure out the delay and u make your adjustment so it cooridnates to the game ticks.
Obviously if the lag is not consistent this does not apply... but unless someone is intentionally lagging the lag should remain consistent.
I played in intense lag back in the zone but we are talking random timings In regular lag it is just a matter of timing how long it takes for your unit to react to a command. For example in general for the cav archer one I just click when the rubble places a third and it works 99% of the time in lag.
This thread is a discussion mostly about creating a 1v1 tourney map yes?
I just don't see the need to mess with it. If Dave and I were playing a 1v1 it would be over in approx 30 minutes.
Throw in random laggy player and the duration would be based on adjusting to the lag.. which should not effect the game that much.
Assume two random players get together and 1 lags. Im sure the game could take along time. How does editing the map change this? Taking out 3 events that are based mostly on good timing and luck will not effect the duration that much. Most of the time spent stuck on obstacles will be on obstacles like the sheep one or the woad transport boat which happen to be two of the most important and remembered obstacles on the map.
I was thinking we could cut it off at the king event and maybe make it easier to play in tournaments.
Also remove the onager level for good since its not really meant to be played 1v1
I would do it for fun definitely.
I like the 30 second thing though... after the winner gets to to platform
the enemy has 30 seconds to still get there to get his 2 points. (Winner gets 3 gold i belive)
Unless you want to completely edit the map and make it so winner only gets 1 gold per victory
taking out a few events would balance it. The onager event, the VDML event, the huskarl event being just a few that really have no place in a 1v1.
Also the luck variant is so important to keep in this type of map.
VDML should stay and Huskral also I think *although I would not be against removing the end maze*.
Onager could be removed but I would just remove the trees and make it about attacking each other as opposed to attacking certain points of the obstacle.
Also the luck variant is so important to keep in this type of map.
VDML should stay and Huskral also I think *although I would not be against removing the end maze*.
Onager could be removed but I would just remove the trees and make it about attacking each other as opposed to attacking certain points of the obstacle.
What if you are playing someone like Tra? Think about playing TTF in hard lag.
Obviously if the lag is not consistent this does not apply... but unless someone is intentionally lagging the lag should remain consistent.
Obviously if the lag is not consistent this does not apply... but unless someone is intentionally lagging the lag should remain consistent.
I played in intense lag back in the zone but we are talking random timings In regular lag it is just a matter of timing how long it takes for your unit to react to a command. For example in general for the cav archer one I just click when the rubble places a third and it works 99% of the time in lag.
This is different >.>
Obviously if the lag is not consistent this does not apply... but unless someone is intentionally lagging the lag should remain consistent.
I played in intense lag back in the zone but we are talking random timings In regular lag it is just a matter of timing how long it takes for your unit to react to a command. For example in general for the cav archer one I just click when the rubble places a third and it works 99% of the time in lag.
This is different >.>
I just don't see the need to mess with it. If Dave and I were playing a 1v1 it would be over in approx 30 minutes.
Throw in random laggy player and the duration would be based on adjusting to the lag.. which should not effect the game that much.
Assume two random players get together and 1 lags. Im sure the game could take along time. How does editing the map change this? Taking out 3 events that are based mostly on good timing and luck will not effect the duration that much. Most of the time spent stuck on obstacles will be on obstacles like the sheep one or the woad transport boat which happen to be two of the most important and remembered obstacles on the map.