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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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cp_vertigo
This is the one set at the top of an unfinished skyscraper, in the middle of a city, with a bunch of other skyscrapers surrounding it. Excellent atmosphere.
After playing it, I have a gripe about CP C. With such a long travel time from the attackers' spawn to the roof (where C is located), I'm not sure if there's enough time for the attackers to have a realistic chance of capturing that last CP. I know Engineers could set up teleporters, but you'd need quite a few to make them effective, and that would reduce the offensive potential of your team. I wonder if a solution would be to simply add more Bonus time when A or B was capped. Even if it were just a few more minutes, it could make up the difference in such a long travel time for the attackers. Any thoughts or ideas? |
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#2 (permalink) |
![]() ![]() Join Date: Jan 2004
Location: Houston, TX
Age: 26
Posts: 4,478
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Re: cp_vertigo
I like gravelpit and dustbowl style CP maps. While vertigo does have a lot of potential, I agree with your assessment about the long travel-time to C. Maybe we could get a comparison of travel-time between it and C on Gravelpit.
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#3 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: cp_vertigo
Yeah, we don't see many of the Gravel Pit style custom maps.
The main problem, in my opinion, is the elevator that becomes available once A and B have been captured. I think it's slow and cumbersome, but I imagine the author wanted to include it because it fits the map's theme well, and it DOES offer a route (slow and awkward that it is) directly to the roof. I think adding a second set of steps next to the elevator would make a huge difference; these could open up as well once A and B have been captured. I also think having a quicker route to the roof would help to keep the pace of the gameplay more on par with what is experienced when A and B are in contention. The pace REALLY seems to drop off once A and B have been captured, and I think that's largely due to the attackers' long travel time from spawn to roof. Well, if the author doesn't make some sort of adjustments, we could make minor tweaks on the server side. Altering the Bonus Time addition is simple and, while not ideal, might help. |
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