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| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
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#1 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Scorpion and Smooth
Here are two maps that have received fairly positive reviews from the general TF2 community:
http://www.tfportal.de/downloads_sho...%20Scorpion_V3 http://www.tfportal.de/downloads_sho...0-%20Smooth_B2 I have not had a chance to check these out yet in-game, so I'm going only by their reputations. I figure they're at least worth a look. I won't be able to check them out tonight, but should be able to tomorrow night. If anyone gets a chance to look at them, please post thoughts. |
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#3 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Scorpion and Smooth
I checked these out for a bit on my local server tonight.
Scorpion -- rough, but probably playable. Worth a try in our map rotation, I'd say. Smooth -- polished and likely very playable. Definitely worth a try in our map rotation. |
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#12 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: Scorpion and Smooth
Scorpion is awful. The flag bases are an okay idea, but too claustrophobic, and if the flag is taken, it's GONE. There's no way short of a scout swarm to chase down the carrier since rail gates open and let the carrier short half the map. Meanwhile, the offensive players spend half an hour wandering through a shoebox that offers no cover, has superfluous water, and channels everyone into the very centre as the only way to go anywhere.
Plus, it's possible for idiots to get on the roof of mid and build a bunch of garbage that does nothing but occasionally deal a damage point to a player on the winning team.
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#13 (permalink) |
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Join Date: Jan 2008
Posts: 516
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Re: Scorpion and Smooth
Since that was an indirect attack at me, I'll respond. I LOVE SCORPION! It's the first map I fell in love with. The amount of engineers that we got onto the roof was too many, but getting a couple of snipers up there can seriously damage the attacking strength of the opposing team, along with providing a safe teleport to the direct middle for your team. What ended up doing in that situation was getting 4 engineers up to put everything they had on the roof and getting 1 sniper up there. Instead of getting the other attackers to go there and reclaim the middle, we get maybe a demoman to just chill up there. If we had 2 of those engis build their teleporters up there and their dispenser/sg's in the base, it would've become a better game.
What really the map is about is controlling the middle, then attacking from there. Instead, everyone treated it as if everyone could run about on their own, doing whatever they wanted. What I will admit, though, is that the pace of the map is much better on a large server, so 22/22 is the best number for us. Scorpion rocks, deal with it. |
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