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Old 03-24-2008, 11:19 PM   #6 (permalink)
icky
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My view. The good and bad of each phase:

Phase 1:
  • Defenders can get close to the Attacker spawn, but the area is so open that it is generally suicide to do so.
  • The first CP is very easy to approach once the first wave of defenders is down, and is suitably easy to cap.
  • The fighting area between the CP's is very interesting, and pushing down onto the beach gives the attackers an option for getting the defenders turned around.
  • The map is very friendly to spies, who can use the back areas as a launching point for their attacks.

Phase 2:
  • Point 1 is in a weak location, too close to the attacking spawn. A multi-uber attack is always possible right from the start of the game.
  • Catwalks are as narrow as you would expect catwalks to be.
  • In order to set up within striking distance to use an uber on attack on Point 2, the attackers need to move to the outside catwalk.
  • The layout is interesting and allows for some creativity on attack and defense at point 2.

Phase 3:
  • Point 1 well located, but the surrounding area could be larger.
  • Choke points between point 1 and point 2 are tight. Spies can be stopped 100%, leaving only uber as the way to crack the stairs. The defenders have a very clear advantage if they use counter-ubers smartly.
  • Once the choke point at the stairs is broken, the defenders lose their advantage because an uber can get in and clear the defenses.
  • Scouts are indeed useless on this phase.
Overall, I find it to be an interesting and fun map. Like all new maps, it takes weeks before the general population knows it well enough to allow the teams to operate in sync.
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