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Map Nomination: "Toy Fort"
Old 04-24-2008, 11:59 PM   #1 (permalink)
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Default Map Nomination: "Toy Fort"

I nominate the following map for inclusion in the daily roster. It's one helluva fun map. I even played my longest stint - ever - as a medic on that map and had a blast. I normally don't have the patience for that kit, as I tend to get too aggressive and end up getting splattered before doing anything useful.

Toy Fortress





My impressions, having played it for several hours, are that it's an epic 5-point CP map where most of the kits play to their best strengths (the Scouts will have a hard time of things if they try going into CP areas unsupported). The map's layout makes for heavily fortified, highly defensible choke points, which in turn encourages, and indeed I might say, demands a higher level of teamwork to overcome than I have seen on just about any other map we've played on yet.

Here is a server that's already running this map 24/7 just in case you haven't played it through yet and want to give it a whirl:

69.28.250.145:27017

Be warned, however, that this server runs that map with no spawn time and the action is all the more intense for it. Indeed, taking the last two points (nearest the spawn gate and shown above) proved to be a monumental task while the server was full. But it was the most fun I've had with TF2 ever (and that's saying quite a bit).

Discuss.
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Old 04-25-2008, 01:46 AM   #2 (permalink)
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I played an early version of this map, it was a decent play. Would be fun to see how it plays with this motley crew here...That last point is REALLY tough to take if I remember right, right outside thier spawn...
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Old 04-25-2008, 08:09 AM   #3 (permalink)
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This map is uploaded to the game and map servers. Holla at an admin when you want to give it a run.
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Old 04-25-2008, 08:36 AM   #4 (permalink)
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I played this on a 24/7 fast respawn map which is a terrible idea. This is because the final cap on both teams is right in front of the spawn. It's damn near impossible. Also, with the proper gun placement it's tough to get past the 3rd point for any extended period of time. However, I couldn't help but think that on a normal server this map would be awesome.

I think a lot of really good uber pushes could be seen on this map, and hopefully it'll turn out a lot more fun with some teamwork.
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Old 04-25-2008, 09:19 AM   #5 (permalink)
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Yeah, the rounds that I played on that 24/7 server were pretty epic. It was hours before we managed to take the last CP and things seem to stall at the 3rd (middle) point for ages before changing hands in a frenzy. Still, I had fun at least and it was most satisfying to be part of the push that finally took that last point and ganked the respawn room over and over again (due to no spawn time) before the next round started, lmao.
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Old 04-25-2008, 01:48 PM   #6 (permalink)
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sounds like an interesting map. hope to give it a shot
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Old 04-25-2008, 10:29 PM   #7 (permalink)
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The other thing to keep in mind with this map is that the spawn points don't appear to move forward when CPs are captured the way they do in other maps. That's probably why that server runs with 0-spawn time. It's a pretty good walk without teleporters.
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Old 04-26-2008, 08:24 PM   #8 (permalink)
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This is an interesting map, but not really appropriate for our server, IMO. There isn't a lot of space to maneuver or flank, it's all corners and choke points, and the timer was way long. Most of us were bored 15 min into it, and we still had another 45 to go. Even with 20 sec respawns, it is apparently very hard to cap a team out, without dynamic spawn points and the last point right on top of the defenders' spawn.

I think it's an interesting take, but probably not a good fit for our server.
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Old 04-28-2008, 04:13 PM   #9 (permalink)
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Dynamic Spawn points = dedicated engi teams moving their gear forward. The map's teamplay element really shines on a full server provided that people are aware of their roles and aren't there to simply farm points. Otherwise, yes, the whole map can stall, usually at the third point near the doors. Also, and I'm not sure either, but I think the version in the link that i provided may actually be an earlier version of the map. It seemed to me that there were slight differences between it and the map used by the server I am most accustomed to playing it on. I'll do some more digging.
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