Cube Soccer - Dog's latest stupid project

A forum dedicated to Team Fortress 2
Locked
Boss Llama
Site Admin
Site Admin
User avatar
Posts: 10178
Joined: Mon Mar 24, 2008 12:45 pm

Games Played

Ville Awards

<eVa> Boss Llama’s avatar
Loading…

Post by Boss Llama » Sun Jul 27, 2008 2:10 am

Played around some in Cube Soccer tonight, had fun. The Valley map (especially the one with the walled spawn areas) and the soccer pitch both were quite entertaining. The Valley seemed more strategic, and the pitch was much more of a random blast fest, but I enjoyed aspects of each a great deal.

The only thing that struck me as a bit annoying was the incredible variance in how far the cube went from a single shot. Sometimes I'd blast it point blank with a shotgun while it was lying untouched, and it would move a couple feet.On the other hand, at one point a scout shot it with his scatter gun while it lay at rest, and the cube lifted in to the air, launched across more than half the map, then curved and rolled the remaining distance in to the goal almost completely at random. Given the game type, it isn't unfair or anything, just bizare :-P
-Boss Llama

l3eeron
Retired Admin
Retired Admin
Posts: 9999
Joined: Mon Oct 23, 2006 10:51 am
Location: The surface of last scattering

Games Played

Ville Awards

Post by l3eeron » Sun Jul 27, 2008 2:25 am

:lol:

but that's half the fun...

really though, there's so much fire at the cube, usually when I hit it, it gets rebounded instantly right back at me :bash:

mr_s
Villun
Villun
Posts: 5102
Joined: Sat Dec 22, 2007 9:27 am

Ville Awards

Post by mr_s » Sun Jul 27, 2008 2:39 am

[quote="l3eeron";p="110297"]
:lol:

but that's half the fun...

really though, there's so much fire at the cube, usually when I hit it, it gets rebounded instantly right back at me :bash:
[/quote]

lawl... that it does

Dog
Server Ops
Server Ops
User avatar
Posts: 14317
Joined: Sun Oct 15, 2006 12:12 am
Location: In the bath, having a good think....

Games Played

Ville Awards

Dog - RIP Stevo’s avatar
Loading…

Post by Dog » Sun Jul 27, 2008 9:12 am

I always say that new mods like this expose whatever weaknesses exist in the Engine!
Image

DeafOfficeWorker
Retired Admin
Retired Admin
User avatar
Posts: 7903
Joined: Mon Jan 29, 2007 3:39 pm

Ville Awards

Pootleshooter’s avatar
Loading…

Re: Cube Soccer - Dog's latest stupid project

Post by DeafOfficeWorker » Sun Jul 27, 2008 9:15 am

Played some good games of cube soccer this morning. :D
[img]http://i149.photobucket.com/albums/s68/pootleshooter/kpsdow.gif[/img]

Gizanked
Server Admin
Server Admin
Posts: 6389
Joined: Sun Oct 22, 2006 5:38 pm

Games Played

Ville Awards

Gizanked’s avatar
Loading…

Post by Gizanked » Sun Jul 27, 2008 9:49 am

it seems like once a shot gets hit on the cube, that the next one makes it go further, so if you can get two people shooting at once it can really fly. or if you can get a chance to lay 2 or 3 stickies it can fly the whole distance of the valley
http://www.tf2items.com/id/evagizanked
the artist formerly known as Replica

Thorn
Villun
Villun
User avatar
Posts: 382
Joined: Thu Mar 13, 2008 7:36 pm

Games Played

Ville Awards

Thorn’s avatar
Loading…

Post by Thorn » Sun Jul 27, 2008 10:17 am

I played cube soccer for the first time yesterday, what a riot! seriously Dog, that was pure genius. Valve needs to take that concept and turn it into a game mode. I think a polished version of cube soccer would have been much more interesting than pay load maps, but maybe that is just me!

[quote="Gizanked";p="110321"]
it seems like once a shot gets hit on the cube, that the next one makes it go further, so if you can get two people shooting at once it can really fly. or if you can get a chance to lay 2 or 3 stickies it can fly the whole distance of the valley
[/quote]

You are totaly right, I was usualy scout when I played, and I found it was useless to even try shooting the cube to make it move unless you had a full clip. You have to get 6 shells in there, and unload them all in a row, landing each hit. It's all about mommentum. If that clip fails, you have to either bust out the bat or reload to full 6 and try again
Image

Plinko
Server Admin
Server Admin
User avatar
Posts: 8568
Joined: Fri May 23, 2008 11:23 am
Location: Georgia, USA

Games Played

Ville Awards

Plinko’s avatar
Loading…

Post by Plinko » Sun Jul 27, 2008 10:26 am

I played with a nearly-full server this morning, it was a lot of fun.

I learned a few tactics that people might find useful -

1. The shot and scatter guns move the cube consistently very, very well from any distance. The needle gun barely moves it at all, the flamethrower does almost nothing (I don't think the air blast even interacts with it) the heavy minigun does alright at short range but seems to lose a ton of punch once your a little distance from it. So as a heavy I use the minigun to lay down fire from a distance and if I want to move the cube, I use the shotty. As a pyro I spend most of my time with the shotgun and burned guys when I wanted to scatter/distract or I ended up behind them.

2. Explosives seem quite random and a lot of players fired wildly at the cube and are as likely to knock it the wrong way as the right way. I think very skilled demos and sollies might do amazing things, most players seem not to.

3. The cube gets momentum rather easily and its fairly strong. I found I was much better off fully reloading a clip and firing shots spaced a second or two apart to move it. Once I'm out, I fully reload as one shot seems to be ineffective.

4. Skeet shooting works well, if the cube is in the air, shoot it and you can move it pretty far.

5. It's much, much easier to deflect the cube to the side on defense than to try and move it exactly opposite its momentum. You can 'turn' a fast-moving cube very easily with two or three shots that deflect it to one side.

6. Heavies are going to run out of ammo a lot, if you're a class with a fair amount of ammo (pryo, scout, medic), try to not pick up fallen weapons so the heavies can.

7. Melee weapons seem to knock it in the air fairly often, someone might be able to find a way to combo that with someone into a big punch.
"I made all my gold into pants" - Ignatius
Image

TheCarpe
Server Admin
Server Admin
User avatar
Posts: 9717
Joined: Sun Nov 04, 2007 11:32 pm
Location: Inside a refrigerator in Guatemala

Games Played

Ville Awards

TheCarpe’s avatar
Loading…

Re: Cube Soccer - Dog's latest stupid project

Post by TheCarpe » Sun Jul 27, 2008 10:48 am

Man, Cube Soccer is fun as a Spy :lol:
Image
Heck's Kitchen - TVC'08 & '11 ** The Axecutioners - TVC'09 ** Hale's Angels - TVC'10 ** CCCP - TVC'12 ** Ville Cuppin' Cakes - TVC'13 ** TheCarpetbaggers - TVC'14 CHAMPIONS

TTHREAZ
Retired Admin
Retired Admin
Posts: 3511
Joined: Tue Jan 29, 2008 3:29 pm

Games Played

Ville Awards

Peter Dunklage’s avatar
Loading…

Re: Cube Soccer - Dog's latest stupid project

Post by TTHREAZ » Sun Jul 27, 2008 12:03 pm

I guess my energy should be redirected towards a different gametype altogether. It seems like most, if not all, of you guys like it as it is. That's cool; I can see how it can be fun. I guess I was being just a tad selfish and was hoping we could do some things to it to make it more sport-like since I come from a sport FPS background. There's a lot of potential in it but again, I'll look elsewhere. Don't mind me.

Moving on...

Tarrock
Villun
Villun
User avatar
Posts: 501
Joined: Tue Dec 18, 2007 6:07 pm

Ville Awards

Tarious’s avatar
Loading…

Re: Cube Soccer - Dog's latest stupid project

Post by Tarrock » Sun Jul 27, 2008 2:18 pm

Dog you really need cap heavys at either 2 or 3 expecailly on the soccer field map.

Just played a game where there were like 4 or 5 heavys and because there are no snipers and spys just plain suck on the map there only way to count that is 4-5 heavys of your own. Really needs a 2-3 cap on em.
[img]http://i509.photobucket.com/albums/s335/TopHatDesign/demoteam3Tarrock.png[/img]

Hobnail Sneakers
Villun
Villun
Posts: 255
Joined: Mon Jun 16, 2008 1:10 am

Post by Hobnail Sneakers » Sun Jul 27, 2008 2:47 pm

[quote="Tarrock";p="110350"]
Dog you really need cap heavys at either 2 or 3 expecailly on the soccer field map.

Just played a game where there were like 4 or 5 heavys and because there are no snipers and spys just plain suck on the map there only way to count that is 4-5 heavys of your own. Really needs a 2-3 cap on em.
[/quote]

I'd agree with that. Probably limiting it to two would be best. Don't get me wrong; I love playing a Heavy, but a team made up entirely (or at least mostly) of them really would encourage deathmatches, rather than soccer.
[img]http://i235.photobucket.com/albums/ee68/Gillacatan/Hobs_Cube.jpg[/img]

Nanite
Retired Admin
Retired Admin
User avatar
Posts: 2211
Joined: Mon Oct 23, 2006 4:48 pm
Location: Reston, VA

Games Played

Ville Awards

Nanite’s avatar
Loading…

Re: Cube Soccer - Dog's latest stupid project

Post by Nanite » Sun Jul 27, 2008 2:48 pm

I like the random chaos of it all it makes me giggle. I'd agree that 2 or 3 heavys are enough though.
Image

Dog
Server Ops
Server Ops
User avatar
Posts: 14317
Joined: Sun Oct 15, 2006 12:12 am
Location: In the bath, having a good think....

Games Played

Ville Awards

Dog - RIP Stevo’s avatar
Loading…

Post by Dog » Sun Jul 27, 2008 3:40 pm

OK....will do that!
Image

PhantomFighter
Retired Admin
Retired Admin
Posts: 121
Joined: Fri Mar 21, 2008 7:50 pm

Games Played

Ville Awards

<eVa>PhantomFighter’s avatar
Loading…

Re: Cube Soccer - Dog's latest stupid project

Post by PhantomFighter » Sun Jul 27, 2008 3:55 pm

2 cents:

I've only played a couple of matches. My first impression was that it was a great deal of fun.

My next impression was that there were only heavies in the world. :lol: I think a class cap would probably help the game.

One thing that I didn't particularly like was that all-talk was constantly on. I had a burning desire to try to organize the team I was on. However, it is impossible to do by typing; there are no game-breaks in which to type, and it would be the equivalent of an essay. But with all-talk on you can't use voice chat to organize and strategize for many obvious reasons.

I concur with a previous comment in that I also liked the valley-style and playing-field style maps. The differing styles were both enjoyable.

It is quite amusing to watch the flow and ebb of the game. I was a medic (surprise) for a while, and there were times when the entirety of both teams were off warring and I was left completely alone and unmolested trying to get the cube back away from our goal using an ubersaw. :P
What's a signature?

[img]http://www.somedec.com/images/PhantomFighter-sig.png[/img]

Locked

Who is online

Users browsing this forum: No registered users and 13 guests