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| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
| View Poll Results: Which maps do you enjoy playing? | |||
| ctf_mach2 |
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15 | 62.50% |
| cp_gravelpit |
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19 | 79.17% |
| cp_castle |
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18 | 75.00% |
| cp_dustbowl |
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19 | 79.17% |
| cp_granary |
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14 | 58.33% |
| ctf_stronghold_b5 |
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7 | 29.17% |
| cp_well |
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14 | 58.33% |
| cp_lazytown |
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6 | 25.00% |
| ctf_2fort |
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10 | 41.67% |
| tc_hydro |
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17 | 70.83% |
| Multiple Choice Poll. Voters: 24. You may not vote on this poll | |||
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#1 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Map Enjoyment
I'm trying to get a bead on how well the TG:TF2 community enjoys the current map rotation. I've removed floodzone and Avantiville from the rotation because they could be classified as "server killers." Right now, the map rotation doesn't seem to affect playcount that much. It stagnates a bit with the custom maps, but generally doesn't go down.
I want some feedback on maps players enjoy playing. I would like you all to vote for the maps you enjoy playing on and post some information on why you like/dislike certain maps and if there are other custom maps you've seen that look polished/balance enough to play on. Here is the current mapcycle: ctf_mach2 cp_gravelpit cp_castle cp_dustbowl cp_granary ctf_stronghold_b5 cp_well cp_lazytown ctf_2fort tc_hydro Post away.
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#2 (permalink) |
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Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
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Re: Map Enjoyment
I for one do not enjoy 2fort, but I play it because everyone else likes it.
I do enjoy lazytown, strong hold, castle, and granary. I think that these are very balanced maps and are especially good for defending, which is the play style I prefer the most. B
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"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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#3 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: Map Enjoyment
For the most part, I like the game and don't like the maps.
ctf_mach2 - Hate it. The mapper fell asleep and forgot to provide ways to move around inside a base. Fall into the intel chambre? Either you go outside and get sniped or you wait around for action to come to you. cp_gravelpit - It's an excellent map but I don't have much fun there for some reason. cp_castle - It's pretty good and I shoudl've voted it up and forgot, but the last point always seems to drag on forever. cp_dustbowl - Very repetitive feeling. cp_granary - Precisely okay. Feels like a mapping standard more than anything, though. ctf_stronghold_b5 - Is this the one with the vents that run between the center, a spawn, and the intel ceiling? If so, it's cute, and one of the better CTFs around, but I don't enjoy it much. cp_well - I love it. Well, that's a bit strong, but it moves, it requires organisation to attack and defend, sentries won't hold the bases, and you can manage a comeback. Plus, the choo choo hates everyone equally. ![]() cp_lazytown - Yawn. Whoever decided the snipers should get a magic clubhouse where no one can attack them and then give them access to defend two points at once needs a slap. Also, without moving spawns, the TF2 Momentum Effect never happens. You can't get to the final point once you take the penulitmate because you spend more time running to the battle than actually fighting. ctf_2fort - 2Boring. Even if you manage to get the intel despite the three engineers' guns in the way, you can't get out because both "exits" take you to the same path. Heck, one gun can guard BOTH ways out of the intel since it can see both straight stairs and spiral. As soon as you touch it, the defending team knows exactly where you are going to be. There's no chance to be sneaky or split their defence. And then it's American Football, sending in three guys to move the intel two yards to keep it alive until you slip a scout through and then it's nothing but daylight. Which happens once in a 60 minute game. tc_hydro - Most of the sections are good; a couple are lame. I like it on all sections though; it keeps people thinking. I should make a map. I promised CSS one, but TF2 is superior.
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#4 (permalink) |
![]() Join Date: Apr 2007
Location: UK-England
Posts: 348
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Re: Map Enjoyment
I like most mpas on TF2, but there are two that I would like to see go.
ctf_2fort - rounds can last for ages as there is that one massive choke point at the two way stairs. cp_lazytown - good map but does have that invincible spot for snipers, and it does have the occasional bug where blu team cannot use teleporters as they constantly self destruct. Giving red a huge advantage
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#5 (permalink) |
![]() Join Date: Apr 2007
Location: Awesomeness island
Age: 32
Posts: 3,035
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Re: Map Enjoyment
I enjoy them all, except 2fort.
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#6 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: Map Enjoyment
I think Fenix took it off the list already; but Lazytown's biggest problem I saw from playing it last night is that the final point takes an eternity to capture in addition to being guarded by uncounterable snipers and a steady flow of re-inforcements.
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#7 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Map Enjoyment
I pulled Lazytown off the rotation. It would be a pretty good TFC map, but as it stands, it doesn't take into account the gameplay differences that TF2 has.
I doubt 2fort will get pushed off the rotation anytime soon. It's an extremely popular map. I've notice serious increases in player-count when the server changes to 2fort. As it stands, many retail maps cause a "trickle" effect with playcount, whereas with 2fort, generally, when you hit 6 players, you're up to full in around 15 minutes. Once we've worked out a good reg base (and hopefully enough SMs of our "own" to justify ourselves better), I would consider removing it finding a good remake/replacement. As part of that (off-topic), we should always be looking to pick out promising public players on the server and point them to our forum. Personally, I wish there was a polished version of avantiville. The map plays very well for a TFC remake.
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#9 (permalink) | |
![]() Join Date: Apr 2007
Location: Awesomeness island
Age: 32
Posts: 3,035
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Re: Map Enjoyment
Quote:
Yeah avanti is cool, i remember the good times on tfc on that one. And further offtopic, i wonder when the patch from Valve with the civilian and hunted included will come. That would be fun ![]()
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TG-E1st TacticalGamer European Division - having fun on the battlefield, the "TG way" xfire: superfastkill steam: Superfast ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#11 (permalink) | ||
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Map Enjoyment
Quote:
Quote:
There are also a few bugs. I've noticed sometimes when attackers cap the second to last point, the defenders spawn gets moved down the attackers second. Really annoying and I've seen nothing new from the map maker.
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#12 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Map Enjoyment
So, it's looking like Stronghold might be up on the chopping block next and I'm sorry to say I'm not surprised. I played it the other day and even with 3 SGs covering the intel "room," we couldn't even slow-down a coordinated push by the other team.
Say what you will about 2fort, but even though SGs can be overkill on DF, a dedicated push by an organized team can break it. It just takes a lot of effort, but that's good. We want maps like 2fort that force you to work as a team to win. Floodzone and lazytown just force you to be 100% on the ball and extremely lucky. Anyways, we were getting steam-rolled easily by one semi-decent spy, a scout, and a soldier. Sure, they had the skill to take our intel, but they got in and out three times with over half our team camping the intel room. That should border on "epic" rather than the "stroll in the park" they had going. And we actually had some pretty damn good players on our team. I know TF2 is slated towards the more aggressive team, but I've always felt CTF is were teamwork should trump individual skill. 2Fort actually handles this nicely. With a good mix of defenders and attackers, you have to work to get that intel, but it's not impossible by any means.
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#13 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: Map Enjoyment
I still don't remember which one Stronghold is, lol. But finding sentry guns to be insufficient isn't necessarily a bad thing. Maybe they needed to be a pyro, a demo, and a medic at base, with Engineers maintaining teleports and dispensers to support their team's offense? It'd be pretty easy to keep dropping Level 1s in odd places so the opposition never knows where the next one's going to be and a Level 1 is plenty strong to drop non-full-health players who didn't hear it coming.
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#15 (permalink) | |
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Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 692
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Re: Map Enjoyment
Quote:
I liked that map. It might have just been because it was CTF... but I really like CTF. I need to learn to use Hammer. TF2 needs more (good) CTF maps!
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