| TF2 Map Discussion Talk about your favorite Team Fortress 2 maps, suggest new ones or petition to have your most hated map removed. |
03-24-2008, 07:27 AM
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#1 (permalink)
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Subliminal Genocide
Join Date: Sep 2007
Location: Blashyrkh
Age: 22
Posts: 1,997
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cp_corporation_b1
This map is very terrible yet I see it being played quite often. The faults of each phase:
Phase 1:
- Defenders can push into the actual attackers spawn area
- Defenders spawn is easily campable
- The whole area is disturbingly small.
- Lots of areas that go to deadends
- Can get on the roof (exploit).
- Way to cramped
Phase 2:
- Very confusing layout. the warehouse is overly complex, not very obvious where point 1 or 2 are.
- Catwalks are very narrow, no manuverbility.
- Last point seems almost impossible to defend. It is a small enclosed room that can be demoed safely from the outside cause the defenders to stay off the point while it gets capped.
- Spawn point for defenders is very awkward, especially when you have to defend the second point.
- Way to cramped
Phase 3:- Cubical area is disturbingly cramp. Scouts can't maneuver, Heavies and Pyros are too dominate.
- Attacker's spawn can be camped, although not as bad as the first phase.
- Major chokpoint on the stairs. Becomes very spammy (although there are two other ways up, no one notices them because they aren't obvious or require rocket/sticky jumping).
- Last point can be hit from many different spots, one of which is a one way gate that looks directly at the point.
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03-24-2008, 08:48 AM
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#2 (permalink)
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More Focused
Join Date: Jan 2008
Location: berkeley CA
Age: 21
Posts: 93
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Remember it's still a beta map so a lot of the things definitely need to be fixed, like entering the attacking spawn (that was interesting... seeing a uber pyro in our spawn room), the buggy 'automatic doors' for the spawn rooms and on stage 3 that NEVER OPEN WHEN YOU WANT THEM TO, etc.
I thought the layout of phase 2 was complicated when I first played it (very frustrating but usually is true of all new custom maps... I HATE ROSWELL lol), but after playing it 5 times I can actually find my way around now. As santa always says, it's a fun soldier map cause you can just jump around everywhere. The last point is a bit too cramped for me too, and yes the catwalk needs to be widened.
Stage 3 definitely needs to become more open. However, I did see an amazing cap today by the attackers that didn't involve rushing the point right after the 1st cap; 2 or 3 well timed ubers took out our defenses even after we pushed them down to the 1st cap. The entryways are definitely too campable. I always play soldier on this stage and spam dozens of rockets down the hallways or on the stairs, and if I get a medic staying on me, I can get 10-20 kills without dying (hit 21 today), and the medic builds uber really quickly. And yes most of them are crit kills, which mean instant death on such a narrow path. And then you get a uber pyro by the defenders pushing the attackers all the way back to the spawn.
I'd love to see the cubicle area expanded, and the ceiling raised so scouts and soldiers can jump around, but still keeping that chaotic feel for the last point. And by opened up, I mean a 10x10 block of cubicles with a raised ceiling, instead of a 3x3 or whatever it is right now. A mazey hide and seek? Likewise, get the stairs widened up, have the entryway positions tweaked.
For stage 1, I would actually love it if they opened up the rooftops (above the caps, off to the side) to easy access so we could fight on top of those too (think roswell point A). And yes that really high roof access/exploit needs to go cause you can shoot directly into the spawn.
For stage 2, open up the last cap and the catwalk for sure so it isn't so cramped, but I like the layout a lot.
For those of you who haven't played it a lot, give it some time. I like a lot of the concepts, but improvements definitely need to be made.
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03-24-2008, 12:28 PM
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#3 (permalink)
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xxXxXXX-_T_-XXXxXxx
Join Date: Sep 2007
Location: Your nightmares
Age: 28
Posts: 711
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__________________
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Originally Posted by Bommando
Like slobbering teens when the candy truck falls over on the highway.
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Currently pretending to read: The Blank Slate, Steven Pinker
Last edited by Tybalt; 03-24-2008 at 01:13 PM.
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03-24-2008, 06:29 PM
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#4 (permalink)
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Professional Crastinator
Join Date: Sep 2007
Location: Austin, Texas
Posts: 1,294
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I like this map a lot. Nearly every time we've played it that I've been on it's been a great game. It's not a perfect map but the fun factor is really high. I've seen inpenetrable defenses on this map and offensive rolls - the map really rewards the organized team.
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03-24-2008, 08:46 PM
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#5 (permalink)
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Lazyman Dan
Join Date: Dec 2007
Location: Wilmington, NC.
Age: 23
Posts: 436
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Quote:
Originally Posted by Zoopy
This map is very terrible yet I see it being played quite often. The faults of each phase:
Phase 1:
- Defenders can push into the actual attackers spawn area
- Defenders spawn is easily campable
- The whole area is disturbingly small.
- Lots of areas that go to deadends
- Can get on the roof (exploit).
- Way to cramped
Phase 2:
- Very confusing layout. the warehouse is overly complex, not very obvious where point 1 or 2 are.
- Catwalks are very narrow, no manuverbility.
- Last point seems almost impossible to defend. It is a small enclosed room that can be demoed safely from the outside cause the defenders to stay off the point while it gets capped.
- Spawn point for defenders is very awkward, especially when you have to defend the second point.
- Way to cramped
Phase 3:- Cubical area is disturbingly cramp. Scouts can't maneuver, Heavies and Pyros are too dominate.
- Attacker's spawn can be camped, although not as bad as the first phase.
- Major chokpoint on the stairs. Becomes very spammy (although there are two other ways up, no one notices them because they aren't obvious or require rocket/sticky jumping).
- Last point can be hit from many different spots, one of which is a one way gate that looks directly at the point.
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Yea I agree with most of his points. The Final point is ridiculous spam, time to enter the hallway of death.
__________________
"Golden" Rule as medic, Attach to good fellows and heal nearby losers when needbe.
Are you planning on fighting the enemy commander, or are you just going to hide in your base.
It is too late comrade the entire world and all of its history is MINE, to COMMAND AND CONQUER.
"He who controls the past commands the future. He who commands the future, conquers the past."
"He drew first blood..not me."
The soldier is a class that wins battles, the demoman is a class that wins wars.
~~~~~~~
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03-24-2008, 11:19 PM
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#6 (permalink)
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Frickin Laser Focused
Join Date: Sep 2007
Location: Happy place
Posts: 1,997
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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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03-25-2008, 12:40 AM
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#7 (permalink)
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Pantless Dancer
Join Date: Sep 2007
Location: Fort Worth, TX :)
Age: 19
Posts: 1,102
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For the most part i like the map, its just too crowded in too many areas. Leads to spammy parts and areas where several classes are beyond useless.
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03-25-2008, 01:02 AM
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#8 (permalink)
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Highly Focused
Join Date: Sep 2007
Posts: 389
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Quote:
Originally Posted by icky
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.
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Edit again!
I'm not going to try and make assumptions about how this map will turn out.
In my experience I sat on the edge of the boardwalk as a Heavy and shot up the enemy team pretty badly. You can see through the glass wall so Pyros wont get the drop on you and because it's narrow you're shooting a lot of players at once getting you crits pretty quickly. I can't help but think that if there was a Demo with me or a Heavy on the other side it would've turned that map into a spam fest.
Last edited by Arf; 03-25-2008 at 01:14 AM.
Reason: Added quote to avoid confusion
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03-28-2008, 09:29 AM
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#9 (permalink)
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Fueled By Bamboo
Join Date: Mar 2008
Location: Earth
Posts: 827
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Final point on corporation is probably the easiest defense of any last point on any assault/defense map, from my experience. I've held it for almost 20 minutes on two occassions now. The main problem is that the "shortcut" routes are deathtraps for the attacking team.
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03-28-2008, 10:46 PM
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#10 (permalink)
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Frickin Laser Focused
Join Date: Sep 2007
Location: Happy place
Posts: 1,997
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Quote:
Originally Posted by PANDAmonium
Final point on corporation is probably the easiest defense of any last point on any assault/defense map, from my experience. I've held it for almost 20 minutes on two occassions now. The main problem is that the "shortcut" routes are deathtraps for the attacking team.
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They are, but if you pull your team together, you can
1. Gain the stairs and hold the hall. It is almost impossible for the defenders to prevent this.
2. Defend the single flank point. (the drop-down hole)
3. Build 2 or 3 ubers and attack from 2 directions. The back door allows you to use an uber to completely clear the area around the CP, and while it is possible to block, defending teams usually aren't that great at using defensive ubers.
I think with two well organized teams, the defending team would win due to uber blocks, but that is the way I want it. I've seen people defend on this stage, but I've never seen them defend against a really good attack.
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