| TF2 Map Discussion Talk about your favorite Team Fortress 2 maps, suggest new ones or petition to have your most hated map removed. |
04-19-2008, 07:26 PM
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#2 (permalink)
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Professional Crastinator
Join Date: Sep 2007
Location: Austin, Texas
Posts: 1,294
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I'll get this loaded on to the server today.
EDIT: I'm having massive connectivity issues at the moment - if someone else can get this onto the server and map server, that'd be great. I've already updated the maplist but keep getting disconnected while uploading via FTP, and I'm heading out at the moment.
Thanks for the heads up, Vilepickle. 
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04-19-2008, 08:26 PM
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#3 (permalink)
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Frickin Laser Focused
Join Date: Sep 2007
Location: Happy place
Posts: 1,997
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I'm on it!
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05-03-2008, 06:10 AM
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#4 (permalink)
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More Focused
Join Date: Jan 2008
Location: berkeley CA
Age: 21
Posts: 93
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Updated thoughts on this map: very very easy to cap the 2/4th and last points one right after the other with a scout or a spy, because as the defense team it's too hard to get back to the last point all the way from the frontlines because usually you're fighting and holding back the enemy between your 2nd and 3rd point. It doesn't help that usually the scout/spy capping has flanked all the way behind so you don't see it coming. Maybe slow down the 2nd point cap time?
I love playing scout on this map, very open, very maneuverable, lots of chances for flanking. You can get anywhere as a scout (jump up to the 3rd level from outside, go downstairs and come up behind people, jump up the 2nd level from the 1st, etc).
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05-03-2008, 05:35 PM
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#5 (permalink)
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More Focused
Join Date: Dec 2007
Posts: 65
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Well, as with Granary and other maps of the sort, it's always smart to leave a defender or a sentry up to counter the flanking efforts of scouts.
The reason the CP4 cap time is lower is because it IS so easy to stop them from capping. Since the spawn is closer, people could come up from behind and get them off the CP immediately in previous versions. Now it's still easy to remove someone from the CP if they're around, but not quite so brutal for someone trying to cap.
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05-04-2008, 02:11 PM
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#6 (permalink)
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Well Focused
Join Date: Sep 2007
Posts: 238
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I really like the interior design of this map. Lots of ways to go with a sexy multiple floor layout.
But the middle point is somehow flawed gameplay wise. It is just so totally and completly exposed and open. Often leads to endless battle around Point 2 without any serious hope of ever getting Point 3 back if you didnīt get it on the initial rush. Yeah I know some other maps are like this, too. But stag seems to draw it out endlessly some nights.
Needs some cover on the middle point or something.
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05-04-2008, 07:50 PM
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#7 (permalink)
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More Focused
Join Date: Dec 2007
Posts: 65
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I can't really speak for public servers a lot, since the play varies so wildly from pub to pub, but I've seen the middle point go back and forth more often than stalemating there, ESPECIALLY in competitive games. I've found that going solo is recipe for disaster (as it should be), while pushing with multiple people via the sniper deck and with an uber makes it fairly easy to take the middle back. Certainly no more difficult than something like Granary, where there it's actually harder to get elevation on the middle and the middle is MUCH further away.
I've found that a lot of times it's just lack of a team effort that makes the middle hard to retake, which is a problem with all 5-pointers, sadly.
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05-04-2008, 08:57 PM
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#8 (permalink)
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Well Focused
Join Date: Sep 2007
Posts: 238
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Granary doesnīt have the hugh line of sight for snipers. The point is bigger than on stag which prevents a single demoman from locking it down with stickies.
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05-05-2008, 02:05 AM
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#9 (permalink)
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More Focused
Join Date: Dec 2007
Posts: 65
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The middle is definitely meant to be somewhat friendly to snipers.
And along with that, it SHOULDN'T be too hard to counter demomen on the center with the center being more open. There aren't a large amount of spaces for him to hide.
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05-05-2008, 06:26 PM
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#10 (permalink)
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Fueled By Bamboo
Join Date: Mar 2008
Location: Earth
Posts: 827
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To be honest, I've found that the left side hole on both sides, on the second floor, allows for much better shots as a sniper than being on the deck. You're somewhat covered from most bombardment, but you get a very easily lined up shot against people capping the 3rd point. Also, spies have a bit of a tougher time getting to you, ironically because they don't have the bonus of travelling through that underground area for a stretch of time (if they want to get to you faster anyway).
Still, spies have a field day.
I think, like goldrush, this is one of those rare maps where all 9 classes are allowed to shine. I've played sniper offensively before, and I got onto the 5th point, sniping from the left side (offensively) to the right side to get rid of defenders. It was pretty fun.
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