| TF2 Map Discussion Talk about your favorite Team Fortress 2 maps, suggest new ones or petition to have your most hated map removed. |
04-30-2008, 06:12 PM
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#1 (permalink)
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Fueled By Bamboo
Join Date: Mar 2008
Location: Earth
Posts: 827
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pl_goldrush
No topic about this yet. I couldn't get into Focused for most of the night, thanks to the patch, and when I did get on I only got a few quality rounds. The rest of the time I was trying to GET A FUCKING HEAL from medics running around like retards trying to bonesaw each other.
BUT, from those quality rounds, and from playing/looking at the map overall, I think it's quite nice. It's not like those escort custom maps that can be impossible to cap with a full 24 player server, and the cart moves quite fast. Also, as promised, I think all classes can contribute in this map, although it's a tiny bit tough for an offensive engie (thanks to the constantly moving cart, your porters can't be perfect... but they still help). Defensive spies, I think, definitely can have a lot of fun (especially with the sudden medic influx). The constant forward movement of the attacking team means defensive spies have plenty of room to sneak from behind, and they know perfectly well where the bulk of the attacking team will be concentrated.
I'm curious to see SG placement once class balance returns to normal. Also, a defensive soldier has a lot of fun on this map, thanks to all the surfaces to rocket off of. I was scoring a really high KD than my usual pace as a defensive soldier last night. Of course, medicheavy duos will have a lot of fun on both sides, especially with the cart supplying ammo to the heavy.
Overall, I feel like it was a really well made map, but then again I'm the kind of person who easily takes a liking to almost anything.
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04-30-2008, 06:17 PM
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#2 (permalink)
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Destroyer of Souls
Join Date: Feb 2008
Location: Pittsburgh, PA.
Age: 28
Posts: 784
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It's a well laid out series of maps. my only issue is the current medic influx. once that dies down, we'll see for sure how these maps play out without the 5 medic uber rushing and counter rushes.
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04-30-2008, 08:08 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 love Goldrush so far. The balance has been all over the map due to unfamiliarity and the medic thing, but I can see that it will get good. There are going to be choke points which can't be broken without uber and some good creative sentry placements.
And there will be spawn camping.
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04-30-2008, 09:08 PM
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#4 (permalink)
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Porn Power!
Join Date: Jan 2008
Location: in the butt
Age: 27
Posts: 428
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I just did a run through on it and theres a a LOT of room to maneuver and flank almost any area. Just because the cart has to go down the middle doesnt mean you have to. Its always a good idea to have a few near the cart to keep it moving, but its almost imperative that some flank and take out snipers and demos so the guys around the cart have an easier time.
All in all, i love it and hope we can play the crap out of it tonight.
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Quote:
Originally Posted by CitizenSnips
Snail is like a Medic's wet dream.
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04-30-2008, 09:13 PM
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#5 (permalink)
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Gigantic Member
Join Date: Oct 2007
Location: boulder, colorado
Age: 20
Posts: 641
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This map kicks so much ass. Nothing like using the cart for cover while lobbing stickies over it at the other team.
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-F- bleak
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04-30-2008, 10:42 PM
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#6 (permalink)
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Professional Crastinator
Join Date: Sep 2007
Location: Austin, Texas
Posts: 1,294
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Yep. This map is WAY better than any other Escort map that was out before its release. It is very Dustbowlish, but that's definitely a good thing.
I have a feeling the map's not going to really come into its own for a couple weeks, when the medic lovefest dies down and people learn the ins and outs of the map. But I really had a blast playing it a few times last night on different servers. It really exceed my already high expectations.
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05-01-2008, 01:15 AM
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#7 (permalink)
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Fueled By Bamboo
Join Date: Mar 2008
Location: Earth
Posts: 827
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I hate beating the dead horse, but the medic overload is seriously killing my ability to enjoy this map, although I still do kind of have fun, which I guess speaks to the map's credit.
I like the speed of the cart, and the fact that it delivers ammo - demos and heavies, along with soldiers definitely feed off of this feature very well. I think some of the side entrances and exits aren't being fully utilized yet, which is a real shame, because I've scored quite a few kills this way on unsuspecting cart-pushers.
I'd like to hear what some good spy players have experienced with this map, since that's the class I see least played so far, and I don't have the skill myself to fully take advantage of it.
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05-01-2008, 01:51 AM
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#8 (permalink)
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Porn Power!
Join Date: Jan 2008
Location: in the butt
Age: 27
Posts: 428
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dont worry bout the overabundance of medics...just be a soldier heavy or demo and enjoy the health stations everywhere 
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Quote:
Originally Posted by CitizenSnips
Snail is like a Medic's wet dream.
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05-01-2008, 02:06 AM
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#9 (permalink)
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Fairly Blurred
Join Date: Jan 2008
Location: OKC, OK
Age: 39
Posts: 89
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I think I need to take a week off from TF2 until the Medic-Whores get it out of thier system....It's ruining the game....12man team, we get 6 medics....8man team on Hydro, we have 4 fucking medics....sad..
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05-03-2008, 06:21 AM
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#10 (permalink)
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More Focused
Join Date: Jan 2008
Location: berkeley CA
Age: 21
Posts: 93
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Yeah I still can't tell if I don't like this map because it's new and because of the medics or because I just don't like the map itself :\
Attacking team needs to stop being afraid of dying all the time. No one wants to get close to the cart once they see a sticky anywhere near it or if they know a sniper is camping it. Attacking team needs to hold the defending team back with spies, pyros, and demos while other classes (heavies, medics) stay near the cart. Everyone crowding around the cart = soldier/demo heaven for the defense. I'm guilty of this as well, but I think everyone (for now at least) is too focused on the cart itself, instead of trying to move up and securing the point like a normal CP. Once the defending team is all holed up by their spawn, what's stopping you from taking the cart all the way in? Again, it's going to take time before we figure out how to play effectively on this so I'm not too worried yet.
Comments about the map itself: a long long dustbowl is right. That's both a good and bad thing: very easy to get choked up and chaotic in general, which makes for some pretty intense fights. The kritzkrieg on a heavy or soldier turning a corner means death for everyone else (as an aside, a kritzkrieg soldier or demo on corporation defense... mmmmm)
What I don't like is how all the fighting takes place near the chokes, so what usually happens is that after the initial push, fighting stops cause the defending team is pushed all the way back and it's smooth cartpushing until the next choke, so it's a waste of all that nice space to fight in :\ I really like the 1st stage dropoffs and buildings near the choke point, the last bits of the 2nd stage, and the very last stand for the 3rd stage. Usually the other parts go by really quickly, so I don't remember them very well, which again is a shame.
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