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Old 06-23-2008, 08:53 PM   #1 (permalink)
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This has got to be the worse Push Map I have played.

Like Granary, when you lose the middle in this map you are screwed. Unlike Granary where the spawn times and locations are holding the defending from gaining momentum, Fastlane's map is designed to give attackers a huge advantage over defenders. The attack from CP1 to CP2 is even more brutal, with so many side buildings that are unaccessible to defenders directly, there is little hope to for the defenders to push back. All exits from CP1 to CP2 can be covered by one sentry.

Very poorly designed.
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Old 06-23-2008, 09:32 PM   #2 (permalink)
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I've had fun on this map. There are lots of parallel paths to the different CPs, which allows for some interesting flanks, or skirmishes away from the points if they're covering their flanks. I still need to play it some more to get a more accurate opinion on it (only played it maybe 10x so far) but my first impression is generally good.
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Old 06-23-2008, 11:21 PM   #3 (permalink)
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this map is pretty good!
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Old 06-23-2008, 11:48 PM   #4 (permalink)
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I haven't played it enough to say for sure, but as you say the last point is too easy to pin the defenders in and not easy enough to take the final point. Granary usually ends quickly once 4 is taken.
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Old 06-24-2008, 10:20 PM   #5 (permalink)
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I enjoy the map because any class can excel and its an easy map to understand. Could be because nobodys played the map enough yet, but it seems prone to long engagements over a single CP. Seems to take a long time to take CP 4 as well as CP 5.
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Old 06-24-2008, 10:28 PM   #6 (permalink)
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Everytime I play this map its one team steam rolling point 3 and 4 and then it grinds to a halt with a turtle fest on 5.
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Old 06-24-2008, 10:41 PM   #7 (permalink)
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Have to say I dislike the final CP part of this map. a good team can defend it but pushing out against a solid team is impossibly difficult
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Old 06-25-2008, 10:00 AM   #8 (permalink)
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I think the height advantage attackers get attacking the 5th CP is enough of an imbalance that it shouldn't have to drag on, but the ramp that lets you up plus the 2 possible exits make it so it's not an absolute lost cause.

Really, you have to ask if you'd rather fight it out for 15+ minutes moving back and forth on points 2-4, or have a good solid 5 minute fight around 3 with a few minutes of mop-up, though with the off (but not by much) chance that the team that lost 3 can fight back. People who are fine with both, like myself, don't really care. I think the size of the map gives all the classes a chance to do well, potentially top their team's score. Lots of hiding places for a Spy, which is essential in a 5 point push, but also spaces for snipers to work that aren't so wide open that a Sniper can sit in one spot and completely dominate the map. Soldiers and Demos have their normal mobility, and scouts can flank, but without the weird valley/height issues associated with Badlands.
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