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ctf_turbine
Old 01-14-2008, 01:49 PM   #1 (permalink)
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Question ctf_turbine

Current Version: ctf_turbine_v3

ctf_turbine_v3.cfg :

Code:
mp_timelimit "30" 
mp_winlimit "1" 
tf_flag_caps_per_round "3"
Yes, it's Zoopy's most-hated map.

Personally, I like it. Nice and simple, with obvious routes for your team to go and break up attack / defence. Sure, your team will get raped if you don't secure the midfield, but most maps have areas where they'll suffer if they don't work the terrain.

Any other comments for or against?
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Last edited by Bommando; 01-17-2008 at 01:20 PM.
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Re: ctf_turbine
Old 01-14-2008, 02:09 PM   #2 (permalink)
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Default Re: ctf_turbine

This is my favorite map!
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Re: ctf_turbine
Old 01-14-2008, 02:14 PM   #3 (permalink)
I like it like that
 
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Default Re: ctf_turbine

I like this map. It does seem to be pretty unforgiving to teams that try to turtle though. If you are stuck playing with turtlers it's not very enjoyable.
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Re: ctf_turbine
Old 01-14-2008, 02:58 PM   #4 (permalink)
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Default Re: ctf_turbine

This map plays out like Granary, except with the rape factor cranked up to 11.

Soldiers, Scouts, and Snipers just dominate this map. Heavies and Pyros are limited to the main door/vent/spawn areas for effectiveness. Engineers and Demos are limited to their bases as well until the middle is secured.

Every round plays out the same:

At the start both teams rush the flag and capture it since not everyone is in yet. The team with the better Soldiers/Medic and Snipers wins the middle. Once the middle is taken, a demo sits by the spawn garage door and camps it with stickies. The team getting raped is now limited to 2 out of the 3 exits from their base.

The attacking team then gets an engineer or two and sets them outside of the enemy vents. These sentries are very difficult to take down. With a demo camping the spawn door it is impossible without an uber. The team getting raped is now limited to 1 out of the 3 exits from their base.

The rest of the attacking team just pushes the main door now since they don't have to worry about being flanked. The attackers also can swarm the vents to help guarantee that the sentries won't go down. Thus the defending team is forced to turtle or throw themselves at the sentries. If the defending team attempts to destroy the sentries, it usually allows the attacking team to get the case successfully. If the defending team turtles, its a long stalemate of rape that usually drags the map until sudden death.

The only way the the defending team can do anything is to send out Spy after Spy in hopes of capping the case.

This scenario happens about 95% of the time. Even with even skilled teams, one team will just dominate and the other team is helpless to do anything.
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Re: ctf_turbine
Old 01-14-2008, 03:23 PM   #5 (permalink)
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Default Re: ctf_turbine

What Zoopy describes is not uncommon. I recall a game recently where my team was just totally locked inside their base with no hope of leaving it. 2 Demoman, one on the spawn exit garage door, the other doing either vents or main entrance. 2 snipers trained on the intelligence entrance and vents. At least a turret right ouside the exit. It was downright sick.
So you've basically got like 5 people dedicated to keeping you from leaving your base while the rest of the team keeps swarming in causing chaos.
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Re: ctf_turbine
Old 01-14-2008, 03:46 PM   #6 (permalink)
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Default Re: ctf_turbine

I like this map.

The scenario described by Zoopy happens, but not with the frequency he suggests. It is very easy to clean out the offensive sentries with an uber, so the only time you'll see it be effective is against a team without a competent medic. I have seen people bottle up the opposing team and fail to cap the intel. I have also seen a team break out and quick cap the former attacking team into submission.

My only concerns with this map are
1) snipers seriously dominate due to the great flank-protected locations
2) turtles (same with all CTF maps so far)
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Re: ctf_turbine
Old 01-14-2008, 03:54 PM   #7 (permalink)
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Default Re: ctf_turbine

The closest I've seen it in the last couple of weeks was like 5 to 3. The 3 caps being from a Spy by himself while the rest of the team is base raped.
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Re: ctf_turbine
Old 01-14-2008, 03:58 PM   #8 (permalink)
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Default Re: ctf_turbine

We should knock this sucker down from 5 to 3 caps for sure. When we first started playing it, it was wide open, with easy access through the middle for both teams. Games were over in no time. Now, it takes forever unless one team really slams the other team.
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Re: ctf_turbine
Old 01-14-2008, 04:00 PM   #9 (permalink)
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Default Re: ctf_turbine

Quote:
Originally Posted by icky
We should knock this sucker down from 5 to 3 caps for sure. When we first started playing it, it was wide open, with easy access through the middle for both teams. Games were over in no time. Now, it takes forever unless one team really slams the other team.
I support this.
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Re: ctf_turbine
Old 01-14-2008, 05:43 PM   #10 (permalink)
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Default Re: ctf_turbine

Quote:
Originally Posted by icky
We should knock this sucker down from 5 to 3 caps for sure. When we first started playing it, it was wide open, with easy access through the middle for both teams. Games were over in no time. Now, it takes forever unless one team really slams the other team.
Do it.
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