EternalCaves2

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EternalCaves2

Postby Steel » Sun Dec 30, 2012 2:01 am

I've reached a point where I just can't stomach playing the map anymore. I've lost count how many times I've been capped on while being locked in the padroom. There is no reason for me have to spend 50% of the map suiciding to get a better spawn. The GU version did little to almost nothing fixing this problem. Delete the padroom spawns and add some in various locations in the front of the base or the map will forever be intolerable to play.

http://www.globalunreal.com/utstats/?p=match&mid=11156
52 suicides? Are you serious? There is no reason for me to have a lower score than frags after capping once and getting 2 assists, that's absolutely ridiculous. I was locked in the room and capped on twice, one after suiciding 8 times, the other 6 times, only to return to mid as soon as they capped.

This has always been my complaint about the map. After 6+ years of dealing with it and the 100+ time of getting capped on while stuck in the padroom, I'm done. Until the map gets fixed, I'm subbing out every time it is picked. If that results in a ban, so be it. The frustration of not being able to pug does not outweigh the frustration from racking up suicide after suicide.
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Re: EternalCaves2

Postby Sunny » Sun Dec 30, 2012 11:25 am

u mad bro? lol if ur gettin spawns in the spawn room that means ur teammates are spawning in mid and prolly choking(if they cap)... ec2 best map eva
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Re: EternalCaves2

Postby Steel » Sun Dec 30, 2012 1:06 pm

Then why is the ratio of suicides for the opposing team to my team in that pug 1:1.5?
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Re: EternalCaves2

Postby Steel » Sun Dec 30, 2012 1:26 pm

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Re: EternalCaves2

Postby Cy » Sun Dec 30, 2012 1:34 pm

blue team actually has better spawns there too :?
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Re: EternalCaves2

Postby Steel » Sun Dec 30, 2012 1:48 pm

In past history, you're right. My question is, why do we have a map on this list that has spawns that favor one team over the other?
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Re: EternalCaves2

Postby CLANKILLER » Sun Dec 30, 2012 4:30 pm

having a blue base version instead of a red base version would solve this issue...

CK..
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Re: EternalCaves2

Postby Sauron » Sun Dec 30, 2012 4:46 pm

Play more Gataka, Anfractuous, Disposable(waterfixed), Extortion
Edit Esprit, Spirit, VaultCity and try them out too
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Re: EternalCaves2

Postby Dem` » Sun Dec 30, 2012 6:27 pm

i still have the record with 78 sucides, so fucking stupid.
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Re: EternalCaves2

Postby kud » Sun Dec 30, 2012 6:56 pm

for the record, esprit is bad
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Re: EternalCaves2

Postby kud » Sun Dec 30, 2012 6:57 pm

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Re: EternalCaves2

Postby ph34r » Sun Dec 30, 2012 7:23 pm

it's smart to suicide on bad/far away spawns on most of the maplist, EC2 is just the map where it is a common strategy to do so.
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Re: EternalCaves2

Postby CLANKILLER » Sun Dec 30, 2012 7:41 pm

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Re: EternalCaves2

Postby Sauron » Sun Dec 30, 2012 7:52 pm

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Re: EternalCaves2

Postby csnafk » Sun Dec 30, 2012 8:11 pm

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Re: EternalCaves2

Postby RickJames » Sun Dec 30, 2012 8:20 pm

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Re: EternalCaves2

Postby ph34r » Sun Dec 30, 2012 8:29 pm

anytime you spawn in the back of your base and the flag is out you're going to be too far behind the play to do anything without a translocator. welcome to instagib.
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Re: EternalCaves2

Postby chicken- » Mon Dec 31, 2012 12:48 am

I never understood why this map was played so much, at least in it's current form. I was pleased to find out there is a newer version in a pug the other day, it's about time :P

I still think the spawn room is pretty dumb, and the spawns that are practically in the enemy base are also dumb. The problem is the map doesn't really have much to it for spawns other than what we already have without making some edits, maybe make the high section a bit wider or something. I'd be willing to give it a shot but this is probably just one of those things that is what it is :)

I tried loading up the GU version in Unrealed to take a look at the spawns and it just loads a garbled turd brush, tried unhiding all actors and nothing. Other versions load fine, don't see any missing textures or anything.
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Re: EternalCaves2

Postby kud » Mon Dec 31, 2012 1:28 am

tbh map is ridiculously easy to defend, fallback, and/or deny. I always have at least 2 chances to kill efc before the backspawn madness comes into affect.
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Re: EternalCaves2

Postby InfamousRaider » Mon Dec 31, 2012 7:53 am

If you get rid of the back spawns on this map you also have to get rid of the mid spawns too or else you have everyone spawning mid which is just a giant cluster fuck.

It would change the map entirely but how about 4 spawns in the cave, 2 in front of the flag and 2 behind the flag and 1 spawn in low mid and 1 spawn high mid close to your own side.
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Re: EternalCaves2

Postby ulo » Mon Dec 31, 2012 10:18 am

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Re: EternalCaves2

Postby HuMPtY » Mon Dec 31, 2012 11:13 am

putting more spawns a dodge away from the flag isnt a good idea imo when youre so vulnerable when you grab on ec2
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Re: EternalCaves2

Postby csnafk » Mon Dec 31, 2012 12:00 pm

we could just remove it and solve all the problems
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Re: EternalCaves2

Postby InfamousRaider » Mon Dec 31, 2012 1:16 pm

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Re: EternalCaves2

Postby Sauron » Mon Dec 31, 2012 2:10 pm

The problem with spawns in the flag room is you will have more of the enemy offense leaving thru the 2 tiny entrances your offense is entering. It is bad enough when 1 or 2 people decide not to suicide out of the back spawn all map. Imagine more of that. No thanks. I still feel like the best option is giving an "out" to the back spawning - adding a team only portal a few dodges away on a ledge over the lava. This means you have the choice of either continuing to suicide, or take a few dodges (a little time) to use the portal. This would have a low impact on the style of the map as a whole - much lower than actually changing up the spawns or editing the build of the map.
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