these are two different topics, so i&#039;ll start with map editing. i&#039;m not against it personally. some maps need critical repairs not unlike the map11 edit, some would profit from gentle edits to address longstanding gameplay issues.<br /><br />ralph&#039;s policy was to simply carry the maps over without editing them. that way he avoided any possible gameplay changes, because we, all of us, are prickly when things change from what we know. on the other hand, let&#039;s be honest. the original wads are rarely played and sensible improvements could make many maps more enjoyable. by no means i agree with a wild editing binge where all maps are looked at just to see what we could fuck with.<br /><br />[quote author=Jkist link=topic=484.msg4432#msg4432 date=1312270310]<br />For example, defending on map26 is very easy if you do it right behind the window. What I propose is that we add a switch inside the tunnel that would turn that portion of the base into lava. This would make it so that the defenders would need to strategically plan around the switch, and would give O the advantage of the D being out of position.<br />[/quote]<br />this is exactly what i was talking about in my last sentence. what you described is not the problem with map26 at all. this strong defensive position is traded off by attackers having access to 2 BAs in the center tunnel and a GA in the flagroom. once you break through the defender, his position becomes very unfavorable and he needs help from teammates. 2D can be gay here, but that doesn&#039;t mean we have to stomp the campers with instadeath lavacrushers and give supergun bfgs to the attacking team.<br /><br />you are obsessed with breaking &quot;stalemates&quot; via ridiculous punishment of one side. if i were to change map26 somehow, i&#039;d put two medkits in both flagrooms to help runners. bam, IDL-level offence boosted [b]radically[/b] without any weird zdoom scripts and most people wouldn&#039;t even notice an edit happened.<br />the [i]real[/i] issue with map26 is the fucked up reject table or whatever causes some sectors to ignore splash damage. this affects many older (zdctf) maps, because they were built with crappy nodebuilders on ENIAC in the 15th century. simply rebuilding nodes of these maps fixes this problem, but as i said - so far maps have been considered untouchable.<br /><br /><br />[quote author=Jkist link=topic=484.msg4432#msg4432 date=1312270310]<br />Another map that this could be used on is map14. When you go in the teleport and end up in your opponent&#039;s base, the switch that opens the gate should also turn the area around the flag into lava. This would make it very hard for defenders to just stay hidden, and make it easier for offense to score flags.<br />[/quote]<br />uh. well, that area is fucked up, i&#039;ll give you that. but why a lava switch? wouldn&#039;t it be much more ellegant to add a switch that&#039;d open the bars from the inside? if you put it in the upper spawn room, you&#039;re not creating any obvious new attack routes, but a two way attack on the camper would be possible.<br /><br />i&#039;ve got even more ellegant solution. a brilliant idea, i dare say! map14 is fucking garbage only loved by skullfags and i&#039;ll lobby for ditching it forever. am i not wise and beautiful?<br /><br />[quote author=Jkist link=topic=484.msg4432#msg4432 date=1312270310]<br />The second suggestion was to reinstate franchising. The only reason that team NS won was because it was able to stack the team to make it almost unbeatable. All other teams would have trouble beating me pot and star, and if we reinstated franchising we could have more teams like this. We would have other very strong teams to compete against. From what I have seen so far and from what Nostar has told me, this season is not going according to plan at all. 12 teams just spread out the skill too much, and most teams have a good player carrying a bad captain.<br />[/quote]<br />uh. before we go back to franchising so that nostar can trade you for an euro again, how about we try to fix the 12team issue by going to 8 or 10 teams first? surely that should also reverse the skill thinning effect?<br /><br />[quote author=Jkist link=topic=484.msg4432#msg4432 date=1312270310]<br />Franchising would eventually eliminate all of the bad captains since nobody would want to franchise with them, and we would only be left with good players. This would benefit the IDL because then it would go back to being a true league for the best CTF players in doom. Right now it is just unplayable.[/quote]<br />i doubt it&#039;d work as you described it. there&#039;s no precedent to your claims. when you look at tai&#039;s lifetime cap record as the one true benchmark, franchise era came and went and nothing that important changed except that NS got denied their comfortable way to bypass the draft system.