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TF2 Map Discussion Talk about your favorite Team Fortress 2 maps, suggest new ones or petition to have your most hated map removed.

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Re: ctf_turbine
Old 01-16-2008, 04:36 AM   #21 (permalink)
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Default Re: ctf_turbine

There is nothing soothing about Zoopy.

Second, do NOT, EVER, feed the Zoopy.
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Old 01-16-2008, 05:42 PM   #22 (permalink)
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Old 01-16-2008, 11:16 PM   #23 (permalink)
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I like the new version. it makes it seem more connected.
Turbine has no new version. You're thinking of Impact.
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Old 07-19-2008, 07:53 PM   #24 (permalink)
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Simply to easy to own people while sniping on this map.
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Old 07-19-2008, 08:02 PM   #25 (permalink)
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This map is terrible. Even more so now that it is in regular rotation.
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Old 07-19-2008, 08:40 PM   #26 (permalink)
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i have to agree with zoopy on this one...i usually dont mind any map but im really starting to dislike this one. It seems every time its one team gets pinned in their base...sentries guarding the exits, only push out with an uber and sometimes that still doesnt work...2 ubers push in and get all your sentries and cap...rinse repeat till maps over. Serious.

Its the whole fact that one sentry on the battlements can cover practically everything. Take 2fort - you cant do this as easily because one, theres alternate avenues of approach. Even if you somehow got a lvl3 up on the bridge, you can still take the water. Plus its hard enough getting a sentry up there period since theres so much traffic cuz the spawns are really close to the bridge. Which is why you dont see this problem as much.

But i digress. We need more hydro/badlands.
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Old 07-19-2008, 09:32 PM   #27 (permalink)
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i like all capture maps that have some cool detail like turbine nice way to turn a capture the flag map into a mini sized map really cool i like how theres like big platform at the top and that u can go through pipes thats cool out of 0-10 i give this 8.8 really nice map
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Old 07-19-2008, 10:32 PM   #28 (permalink)
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The only reason it ever happens is because of lazy engineers putting a multitude of sentry guns in the intel room or on their side of the map somewhere. Its made even worse if the team has no soldiers or demomen that are capable of quickly taking down a sentry, and made really bad when medics dont use their ubers for the sole purpose of taking down sentry guns. This problem of a team getting pinned into their base in Turbine is entirely that team's fault, not map design.

Personally, im an advocate of no sentry guns at all on your intel and instead have people in the middle fall back if they must. Since not everyones a fan, a compromise is one sentry gun near the intel to stop scouts/spys, and the other engineer with his sentry gun in the middle somewhere. There have been plenty of games where both teams do similar team structures to this, and we've had really good games with the middle switching hands constantly.
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Old 07-19-2008, 11:36 PM   #29 (permalink)
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Originally Posted by Snail View Post
i have to agree with zoopy on this one...i usually dont mind any map but im really starting to dislike this one. It seems every time its one team gets pinned in their base...sentries guarding the exits, only push out with an uber and sometimes that still doesnt work...2 ubers push in and get all your sentries and cap...rinse repeat till maps over. Serious.

Its the whole fact that one sentry on the battlements can cover practically everything. Take 2fort - you cant do this as easily because one, theres alternate avenues of approach. Even if you somehow got a lvl3 up on the bridge, you can still take the water. Plus its hard enough getting a sentry up there period since theres so much traffic cuz the spawns are really close to the bridge. Which is why you dont see this problem as much.

But i digress. We need more hydro/badlands.
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Quote:
Originally Posted by Santa View Post
The only reason it ever happens is because of lazy engineers putting a multitude of sentry guns in the intel room or on their side of the map somewhere. Its made even worse if the team has no soldiers or demomen that are capable of quickly taking down a sentry, and made really bad when medics dont use their ubers for the sole purpose of taking down sentry guns. This problem of a team getting pinned into their base in Turbine is entirely that team's fault, not map design.

Personally, im an advocate of no sentry guns at all on your intel and instead have people in the middle fall back if they must. Since not everyones a fan, a compromise is one sentry gun near the intel to stop scouts/spys, and the other engineer with his sentry gun in the middle somewhere. There have been plenty of games where both teams do similar team structures to this, and we've had really good games with the middle switching hands constantly.
This is garbage. Most of the time there is one Engineer for the whole team who puts his sentry on the intel. Then a Spy or push cleans it out and caps. At this point the team is trapped in their base, more people end up going Engineer since the map is forcing them to turtle so they can stop being fodder for the team that controls the middle.

I'm surprised entire teams don't spawn camp the enemy because it is very easy to do with the glass windows into the spawn.

Poor map design which encourages turtling.
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Old 07-19-2008, 11:46 PM   #30 (permalink)
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Pretty sure having the glass doors benefits the spawning team, since you know what you'll have to be dealing with, as opposed to most maps where the doors can just be camped since you don't know what's outside.
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