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| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
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#16 (permalink) | |
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Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
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Re: Should 2Fort remain on the rotation?
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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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#17 (permalink) | |
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Join Date: Nov 2006
Posts: 933
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Re: Should 2Fort remain on the rotation?
I'd also like to take a moment to remark on the perceived lack of teamwork that some here have suggested this map engenders. I wrote the following tactical guide for the 5th's "Intel" room, but I feel that it's appropriate to share here:
Quote:
http://video.google.com/videoplay?do...27994274002691
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Last edited by Braidedheadman; 01-29-2008 at 02:11 AM. Reason: The Spelling & Grammar Nazi was here. |
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#18 (permalink) |
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Join Date: Jan 2008
Posts: 516
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Re: Should 2Fort remain on the rotation?
Just for everyone's info, if me and Johnnyboy get on and TG is empty, we almost always start up a game, with people following close behind. So if seeding isn't really that big of an issue. I would rather see mach3 (is it 4 now?) more often than playing 2fort. There are of seeders, but I know some of them would rather not seed 2fort.
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#19 (permalink) |
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Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,920
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Re: Should 2Fort remain on the rotation?
The picture in the first frame was used against us tonight. I agree it is a good placement, however that did not stop us from taking it down with ease. I am unaware of the engineer's point of view that set it up, but I hope he sees the post and comments.
Thanks for the post Braided as it will only aid the community in placement techniques.
__________________
"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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#21 (permalink) |
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Join Date: Nov 2006
Posts: 933
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Re: Should 2Fort remain on the rotation?
It's worth noting that an unsupported turret is a dead turret no matter where it's placed. The turret in the first frame is mostly there just to stop the initial scout rush, as it covers all possible entrances, and buy the engineer time to book it over to the enemy base if he intends to set up offensive frontlines there. It's downside is that it does not have as good a FOV down into the courtyard, making it vulnerable to demos and ubers coming up the stairs adjacent to the spawn room. Engineers should always have a defensive class hanging around for best results; SG + Sticky bombs are a particularly difficult obstacle to overcome.
The second position is a little more hardened. I've modified the placement since I posted that tactical guide into a configuration that is more durable still and an engy can hold his own fairly well if he is suddenly cut off from support. Still, it has its weaknesses too and works best when either a heavy sits down near the dispenser or is protected by stickies and/or a secondary SG emplacement down the hall. I don't believe that any one map is better for teamwork than another as it all boils down to how people play the game rather than how it's built. There are several key points on this map that can be taken and held almost indefinitely, both offensive and defensive, with adequate teamwork - not the least of which is Enemy Intel rooms, as shown in the clip I linked to above.
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Last edited by Braidedheadman; 01-29-2008 at 02:16 AM. Reason: The Spelling & Grammar Nazi was here. |
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#22 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Should 2Fort remain on the rotation?
I don't agree that 2fort requires anymore or any less teamwork than other maps. It's pretty balanced and does offer a few different ways in combined with well defined choke-points.
I do agree the 2fort suffers in both creativity and enjoyment. I personally don't find it fun because I've been playing the map off and on for around a decade. I am surprised that even players new to the TF series are bored with it, but I can't really blame them. It's like Dust2 for CS: it's just overplayed. But it is still a great map to bolster numbers during off-peak hours. The server was losing players at around midnight last night. We had a few SMs on, but the server was winding down. Loading up 2fort garnered us another 4-5 players almost immediately. Numbers aren't really my concern right now as the reg base for TG:TF2 is quite solid, but nothing sucks being stuck on a server you support with only a few people to blow up. I am considering an end-map rockthevote system, but BATs seems to be flaky on that. I am looking into other admin programs.
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#23 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: Should 2Fort remain on the rotation?
Ugh, I hate that keyword. Anyway, as long as an admin is on, we ought to just "@@ Please nominate nextmap." Mapvote popups irritate me to no end (they've ruined so many CSS innings for me...) and it promotes interaction with the @'s, which is good for the community.
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#25 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Should 2Fort remain on the rotation?
Admin coverage is pretty good. Rarely is there not an admin available either in game or via HLSW. But, the few times I ask: "Would you all prefer another map," responses are either "nah" or silence.
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#26 (permalink) |
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Join Date: Nov 2006
Posts: 933
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Re: Should 2Fort remain on the rotation?
Might that not indicate that the actual number of people who have a problem with this map are, in fact, in the minority? There are a ton of 2Fort 24/7 servers out there, none of which would exist if the map were not entertaining.
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#28 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: Should 2Fort remain on the rotation?
Unfortunately, 2Fort doesn't seem to be enough to trigger spontaneous genesis; It's been on 2Fort all day and I haven't seen any drifters come in and take root.
If everyone wants to try to seed it tonight, I'll be on to play later tonight.
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#29 (permalink) | |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: Should 2Fort remain on the rotation?
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I may want to draw in new players to the server in the hopes that they'll frequent the server more often and become SMs to help bolster the TG:TF2 community, but I also have to balance the enjoyment of the existing playerbase. Whereas public players may show up because we're playing 2fort or dustbowl, they hang around because of the experience we offer. If 2fort isn't offering that experience because we're just tired of playing it, the server suffers more. Look at it this way: people generally won't say "Wait, this server doesn't have 2fort in the rotation" /disconnect. What they will say is "This map sucks" then disconnect. I've had players mention "You guys should host X map," but they don't leave because we don't have it. Not having a popular map does far less "damage" than having players slog through a round on a map they don't enjoy.
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#30 (permalink) | |
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Join Date: Nov 2006
Posts: 933
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Re: Should 2Fort remain on the rotation?
Put it to a poll then so that we can deal with real numbers instead of conjecture. Either way, I don't feel I'll have lost much since the server doesn't offer the experience I am looking for anyway.
Quote:
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