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 Post subject: Map difficulty changes
  Posted: Tue Feb 16, 2010 7:01 pm 
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Yea, so almost everyday someone suggests I should change the difficulty settings for some maps. As many have opinions about it I start this thread and list the changes people suggest and who suggested. DEBATE!

============================
Map: quad_rocket4
Current difficulty: 88
Suggested difficulty: gnu (< 88), wubwub (80), Asagi (80)
Changed to: 80
To do: Move to medium
============================
Map: conc_towelie
Current difficulty: 100
Suggested difficulty: wubwub (92 or 95), Asagi (92 or 100), Renegade (Same as _as = 89)
Changed to: 93
============================
Map: concmap_as
Current difficulty: 100
Suggested difficulty: Fallout (85), Renegade (93)
Changed to: 89
============================
Map: conc_jeepers2
Current difficulty: 80
Suggested difficulty: 88+
Suggester: Asagi and wubwub
Changed to: 100
============================
Map: concmap_damned
Current difficulty: 100
Suggested difficulty: 88
Suggester: Asagi and wubwub
Changed to: 88
============================
Map: concmap_exist
Current difficulty: 100
Suggested difficulty: remove balls because of shortcut
Suggester: Asagi
Changed to: Balls removed
To do: Add blocks
============================
Map: quadrocket_rev
Current difficulty: 100
Suggested difficulty: remove balls because of shortcut
Suggester: Asagi
Changed to: Balls removed
To do: Add blocks
============================
Map: tunnelstrafe
Current difficulty: 100
Suggested difficulty: 90, 95
Suggester: Renegade and Asagi
Changed to: 93
============================
Map: conc_pulse
Current difficulty: 88
Suggested difficulty: 100
Suggester: Renegade
Changed to: 100
============================
Map: conc_songoku2
Current difficulty: 100
Suggested difficulty: 88-90
Suggester: wubwub, Asagi, Renegade
Changed to: 90
============================
Map: concmap5th
Current difficulty: 82
Suggested difficulty: 100
Suggester: Renegade
Changed to: 90
============================


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 Post subject: Re: Map difficulty changes
  Posted: Tue Feb 16, 2010 10:15 pm 
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Lt Llama wrote:
Son Goku
100


nuff said


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 Post subject: Re: Map difficulty changes
  Posted: Tue Feb 16, 2010 10:19 pm 
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Goku suggested conc_songoku2 be 100 even though you get soldiers with constant nade resups. It should be 80-88 tops. I don't think I've ever played concmap5th, but 5th2 and 5th3 are pretty shit so I don't really care. People want to farm points, that's about it.


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 Post subject: Re: Map difficulty changes
  Posted: Tue Feb 16, 2010 10:29 pm 
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5th - 90
Arsemeh - 100 or vi5 - 90
zG_conc1 - 100 (no points atm)
Pulse - 100

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[Ez|L]diablo`-: 5 can't be done nn :o
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 Post subject: Re: Map difficulty changes
  Posted: Tue Feb 16, 2010 10:58 pm 
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This thread delivers :up:
When people suggest changes I post them here and point them to it. It could be a good flame, but I hope not.

Changing
concmap5th to 90.
concmap_arsemeh to 100
zg_conc1 to 100 (adding now)
conc_pulse to 100


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 10:33 am 
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I may get flamed for this but so effing what ... tunnelstrafe is the biggest score whoring map on hard, its a tough conc_juggle_esc at best and 95 points would be generous, its 90 imo. However i know a few people might exploit this fact and give me some grief for bringing it up.

... I'd appreciate input (name that tune)

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[Ez|hC]Renegade.iC.p|M-eC-[ConC]-u|c-|Ap|-zG-
[Ez|L]diablo`-: 5 can't be done nn :o
[Ez|L]diablo`-: wtf??
ADMIN [Ez|L]diablo`-: enabled noclip on [Ez|L]diablo`-


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 12:19 pm 
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suggestions:
tunnelstrafe 90-95p perhaps? - agreeing with ren here a bit
conc_songoku2 back to 90p - it's easy to rj + global resup
conc_damned2 to 100p - it's harder than conc_damned thx to last jump atleast (DISCUSS PLS)
conc_jeepers2 higher than 80p srsly - it's harder than conc_jeepers which is 88p (DISCUSS PLS)
concmap_r & tayconc to 100p xD!? just kidding

remove balls from quadrocket_rev and all points gained - goku uses shortcut to farm points and hax record of 2:48 I made the legit way gg, sure I did it twice too but to only piss off goku. the fact that the shortcut exists there is enough for ball removal and points gained.
remove ball from concmap_exist and all points gained - the BIGGEST score whore map is this ren :D use shortcut, go end, tele to j2, finish it and score easy 100p. right goku?

removing points gained most likely is painful work to do

+ the only flame u might get out of these is from goku lol


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 12:21 pm 
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or if u don't like the ideas I threw in :P

edit: put concmap_phantom end ball to bonus jump end


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 12:26 pm 
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Removing peoples stats for maps like exist at this point is a super duper mega job. I refuse!!! Ill see to the other things after debating has calmed down.


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 1:15 pm 
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ye I thought so, ignore it then :)


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 2:20 pm 
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Songoku2 is same as groove3 imo

Damned2 is easier to conc imo

Agree entirely about qr_rev

Exist is 100 for all 3 jumps, maybe just remove ball now and leave it blank?

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[Ez|L]diablo`-: 5 can't be done nn :o
[Ez|L]diablo`-: wtf??
ADMIN [Ez|L]diablo`-: enabled noclip on [Ez|L]diablo`-


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 2:29 pm 
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Renegade wrote:
Exist is 100 for all 3 jumps, maybe just remove ball now and leave it blank?


Or add a block to the short cut.


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 2:51 pm 
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Sounds good mate, didnt know u could do that. Could have start and endballs then for SRing! And its easily 100 for all 3.

Does coop_conc_beta have SR balls? Endball should be at end of j4 NOT bonus jump

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[Ez|L]diablo`-: 5 can't be done nn :o
[Ez|L]diablo`-: wtf??
ADMIN [Ez|L]diablo`-: enabled noclip on [Ez|L]diablo`-


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 4:34 pm 
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Taimanin Asagi wrote:
tunnelstrafe 90-95p perhaps? - agreeing with ren here a bit


Yes.

Taimanin Asagi wrote:
conc_songoku2 back to 90p - it's easy to rj + global resup


Yes, it's very easy for us to rj, even without nades I wouldn't say this was 100. Put it to 88/90.

Taimanin Asagi wrote:
conc_damned2 to 100p - it's harder than conc_damned thx to last jump atleast (DISCUSS PLS)


Mh, nades. 88.

Taimanin Asagi wrote:
conc_jeepers2 higher than 80p srsly - it's harder than conc_jeepers which is 88p (DISCUSS PLS)


Yes.

Taimanin Asagi wrote:
remove balls from quadrocket_rev


God yes. Or block the shortcut, as you mentioned for exist.


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 Post subject: Re: Map difficulty changes
  Posted: Wed Feb 17, 2010 5:06 pm 
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Renegade wrote:
Could have start and endballs then for SRing! And its easily 100 for all 3.


Lt Llama wrote:
Or add a block to the short cut.


ye if u block the shortcut on exist and put end ball to end room, u can have both balls + the same thing works for qr_rev except rev needs sr reset. if it's possible would be v nice

edit: damned has nades too so should put em both 100 or 88. personally damned is easier to nn than damned2. conc experiences anyone on damned vs damned2?


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