October 2012 Standard Rotation
The October 2012 Standard arena rotation is now online. On the first Monday of each month, we will be now be cycling the Standard arena pool. Rather than only having access to the same standard arenas day in and day out, each month we will now feature 21 arenas selected as playable for Standard-level matches.
Newly released arenas will remain exclusive for at least three months, but every other arena is eligible to be included in the cycle.
Standard Map Pool:
Start date: Oct. 1, 2012
End date: Nov. 5, 2012
Beyond Reality (CTF)
Double Impact (CTF)
Duelling Keeps (CTF)
Eye to Eye
Inner Sanctums (CTF)
Seams and Bolts
Shining Forces (CTF)
Last edited by sponge; 10-01-2012 at 07:32 AM.
still no ca maps :\ at least theres a ctf map this time, guess its another month of q3 =)
blackcathedral, duelingkeeps, shiningforces etc.; pretty epic map rotation. Only disappointment is that you included almostlost.
On top of the 8 hours you've played this week, 6 hours last week and 3 the week before? QL can't be so bad then.
Originally Posted by BONFIRE
Originally Posted by TheMuffinMan86
Nevertheless this guy is absolutely right the map poule does sux.(majorly)
nothing compared to what ive played in q3 =) the games has prettymuch been pickups or clangames with mates, but hardly any public really..
Originally Posted by TheMuffinMan86
hmm no ca maps? almost lost/electric head / hearth/spillway eye2eye and seams and bolts all playable as 2v2 ca
almost lost intervention and spillway for 4v4 prob hero's too.
confused about enddate: End date: Nov. 15, 2012 here i make it 5th nov... bonfire night is the 1st monday of the month...
Almost lost, eye2eye, seams and bolts and spillway are TERRIBLE CA maps . Having said that im glad eye to eye's in the mappool, its kinda useful for 1v1 LGs and such. Black cathedral is also god awful for CA. An example of GOOD CA maps ( 4vs4 ) would be asylum and overkill ( quite possibly the best 2 )
Originally Posted by runnyunder
I disagree, expect for spillway being bad and overkill being good. What makes a good CA map and why Almost Lost and Seams And Bolts aren't, in your opinion?
Originally Posted by MAR7I
CA is simple, it's a slugfest : everyone plays his / her 1v1 and then survivors duke it out. A good CA map is fairly simple ; you need enough space that you can fight, but not too much that people can +back and shaft / rail. And this is coming from a massive LG player ( 58 percent use at the moment : http://www.quakelive.com/#!profile/statistics/MAR7I )
Originally Posted by FlashSoul
Almost lost rewards rail from platform to platorm, nade / rocket spam, and generally +backing, hiding with rail and spam too much.
As for seams and bolts, well, where the hell are you gonna fight in 2v2 ?
Eye to eye is bad because of the height of the corners ( platforms ) and the lava.
A good CA map must :
- let enough space for people to fight, possibly close so that they can decide to focus sometimes, but not too much that rocket can't be used.
- Not reward hiding and spamming. In fact it should harshly punish +backers. You know the kind of player who still has 200 100 when the rest of the team dies ? And uses its teammates to get better score, while costing the team rounds ? The kind who never comes meet but is close enough to rail enemies while his mates get ganged ? Yeah those guys. A good CA map must punish those kind of players pretty hard.
theres a bug in practice match, you canīt play new maps in practice mode with you havenīt downloaded (played) before.