- Apr 19, 2009
- 4,460
- 1,724
[ame="http://www.youtube.com/watch?v=vZna0kaHPoU"]YouTube - TF2 cart push self! (pl_hoodoo_final)[/ame]
Have you seen this?
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I think you reeeeeeeally need to help blue.
A lot.
Seriously, you passed both Egypt AND Goldrusn.
This was brough up before, the stats are screwed due to the vast number of instant respawn servers.
The biggest problems with the 2-2 balcony is simple - the side path isn't obvious and is easily locked down by one demoman or soldier. The balcony itself offers players no way to edge or attack the sentries without being attacked from both their front or behind, plus whenever an uber that isn't a demoman attempts to go for the sentries (Uber Pyro or Heavy for example) will easily be pinned to the wall with a single airblast or a slight misstep thanks to the long and narrow slope, there's absolutely no safe areas to decloak as a spy nearby (especially with the massive decloak nerf) without being heard/spychecked to death meaning that there is really no ways to get a foothold and attack those sentries safely unless you've got an extremely cohesive team of at least 6 people working in concert. Which rarely, if ever happens in pubs - You'll usually get pairs of people working together or a whole team "sorta" working together.
A change for the better would be to mirror that balcony over to the back wall of the room instead of the front. It'd weaken the value of the sentry positions quite significantly as they could be sniped and edged by demos/soldiers. It'd also make a Spy's job easier as it places the enemy focus in only one direction rather than two. Another option would be to add some "clutter" to the balcony such that stacking up to four sentries on the overhang is not effective, only one could shoot out from that angle. Because it's basically impossible to get very close with an uber with that much knockback, even for a demoman because a single ounce of knockback pins you to the wall.
Edit: Actually, now that I think about it, this map hates Spies. A LOT. It's not so bad at the start of the map on all three stages because there are a few nooks and crannies to hide in but finding useful decloak positions is next to impossible in the intermediate to final phases of the map because there are very few line-of sight blockers near the cart path that would allow the spy to decloak and attack, especially when defending the final point. While there are a lot of tunnels and the like, they're pretty narrow and hairy to traverse with just a meagre 8 seconds of cloak, or you uncloak far away and risk running the spycheck gauntlet.
I think a good example of what I mean is to look at Badwater in general, or the final points of Goldrush 1 and 3 - The maps are quite well designed in the way that there are lots of areas on the defense where you can't see everything. Lots of small nooks that attract very little player traffic or interest, but are also highly shielded from the line of sight to allow the spies a good place to decloak. Not to say that good spies can't flourish, but it makes life possible for the mediocre spies out there who don't really want to hit "change class" once the map reaches it's second half.
Too bad halfacre wasn't chosen. I feel it solves all these problems and is a much better, open map.
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