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Discussion: Team Fortress 2 / Team Fortress 2 - Tactics & Map Discussion - Map Review: cp_stronghold_b1 - Full Map Review by Avs Map: ctf_stronghold_b1 Score: 74/100 Brief Summary: This map is CTF
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    Avs
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    Map Review: cp_stronghold_b1

    Full Map Review by Avs
    Map: ctf_stronghold_b1

    Score: 74/100

    Brief Summary: This map is CTF based. The map layout is mirrored. The maximum number of routes is 3 (5 if you count both ground and 2nd levels of the map). The travel distance can be quite short if you take the direct ground route, or quite long if you wind around the cave area and move up through the second levels. The large layout allows great freedom of movement, and the separation of the map into 4 courtyards allows for a more strategic approach in combat. The 2 walls in the middle that surround the “neutral” zone can be rocket/demo jumped. In addition there are also several areas where demo/rocket jumps can be made for a height advantage. The map overview is misleading as the top and bottom walls do not have pathways. There are four ways into each intelligence points. A strong emphasis on offense or push defense up to choke certain pathways will be the style of this gameplay as defense inside the intelligence room is minimal. Interestingly enough, each side has 3 spawn points which are all in front of the CP, allowing for some chance to stop the enemy if they have stolen your intelligence. Engineers will be of great importance in directing traffic on this map.

    Score

    Tactical: 72/100 With the great amount of variables at work here you can only expect a multitude of plans for mounting defensive and offensive strategies here. While this means you got a lot to work with, it however leaves too much in the open, with both teams really wondering what they’ll come up against with each fresh round. The intelligence zones also are ill conceived in which engineers will want to move their guns up cut off certain chokes. The trees are definitely are advantageous to attackers. This map would have scored higher here if it was balanced between defensive and offensive ops.

    Design: 78/100 The layout of this map is mirrored. The trees are not helping! Also the pit in the middle is likely to be completely avoided as like others have said, you cannot get out without crouch jumping over some rocks. The long hallways in each team’s respective respawn areas can be camped much to some people’s disliking but alternative exits ease this issue. Health and ammo are widespread. The alternative path through the caves are very tempting but likely to be used only to avoid others. Design would have scored higher if the layout was made to have more purpose than pure routes.

    Aesthetics: 7/10 The bloom on this map and trees make a nice effort to put some atmosphere into it but its cold corridors really make you wonder what crack this guy was on when he was planting trees in each team’s intelligence room. Obviously this guy hates engineers.

    Class Balance: 7/9 Pyro’s will find the corridors tight to their content but the length of them a little too much to their liking. Snipers will need to constantly change position to adjust to the number of directions people will come from, and in each section of the map due to the giant walls.

    Overview with Notes

    Blue Intelligence

    Blue Courtyard

    Middle Courtyard (neutral)

    Red Courtyard

    Red Intelligence

    Blue Back Hallway (Closest to Intel)

    Blue Back Hallway Reversed (Closest to Intel)

    Red Front Hallway (Closest to Middle)

    Red Front Hallway (Closest to Middle)

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  3. #2

    WaffleHousChef's Avatar

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    Re: Map Review: cp_stronghold_b1

    I liked this map a good bit while we were testing it out on server2. Out of all the current offerings from the community so far, this one seems to be the best.

    As everyone has pointed out, I'll toss my hat in the "I hate getting stuck in the middle area" group. Between the crouch moving needed to make it under the bridge and the fact that it's nigh impossible to single jump out of the pit it's a real pain. But, other then that it's a pretty enjoyable map.




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  5. #3

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    Re: Map Review: cp_stronghold_b1

    I love this map, but it was clearly made with rocket/pipe jumpers in mind and as you all know I'm a huge fan of the demoman class. With those high wall on the middle and first courtyard, I can pretty much toast any engie's defense without him being able to lay a hit on me, in fact it takes another demo to kill me or a soldier to jump up and kill me. With the flag room courtyard, with a spy as a spotter, I can take out almost any engineer turret without even being past the first courtyard. Aim over wall, charge, release, report, adjust angle, etc. The only issue is the close respawns.

    As in the main maps, this map favors attackers. TF2 proves again it is an offensive based game, with those playing defensivily left behind.

    The trees removal could alleviate the stress of the defenders. Concerns about a strong set of turrets in the front could be handled by moving the cave entrance onto the southern side of the courtyard, as opposed to right near the main gates. It would allow more access yes, but it would give a reason to push into the central area to defend.

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  7. #4

    Bc2ID's Avatar

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    Re: Map Review: cp_stronghold_b1

    Avs, thanks fort he screenies. I am now kicking myself for not being on when the map was tested.. The map looks great.
    "Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton

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