Kill me.
ctf_well, thumbs up. They took a crappy map and made it a lot more fun. Probably tied for my second favorite ctf map, with 2fort, and with turbine being my favorite.
I saw last night's awful game a result of an anemic team turtling more than a flawed map. Also, the assaulting team didn't make a huge effort to do anything other than contain us in our base, i.e. no big pushes on the flag. This of ocurse extended the misery for the losing team.
I tend to think the map is flawed. When you have a closed building like that with no alternate exit, the team which gains the middle ground can control the area too easily. The cover on the approach means that reinforcements can move up with little to threaten them. This is why I think it would have been better with the back area chopped off and the middle building left intact. The middle building is pretty easy to hold, but it doesn't allow you to lock the other team in, and it can't be used to stage an attack. You have to get into a more vulnerable position for staging.
They could probably make it better just by having a 2nd floor exit on the building.
Actually, I think the map could benefit from something similar to the old ctf_well from TFC, where you could go from the flag room to the middle of the map, to the other team's flag room. I'm starting to think alternate paths are really necessary. After a few more games I'm agreeing with the idea that this map is not as great as I previously thought. I still like it, but it has issues.
I am loving the updated version of this map. Every round I've played on it has been close and well-fought. The Intel isn't ridiculously hard to get to and has a decent number of paths through. The middle ground is sufficiently easy to traverse that if you can get it out of the enemy's building, you have a good shot at taking it home.
Thumbs up on the changes Valve![]()
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