- Apr 14, 2009
- 819
- 1,215
Let's take arena, the worst gamemode into tf2 and explain why it deserves that rank
What happens
Both teams clash together at the line of symmetry. No one falls back because the health (if any) is only at the middle. Once the fighting stops, there will be 2 or 3 people left on each team unless if it was a total roll. What happens is that all the players run randomly in circles not seeing eachother in a stupidly long game of mouse & mouse. No one is the cat because of the few supplies so no one wants to be aggressive.
What is should be
The opening fights over the middle point in koth or 5cp is far more fun than arena. Generally the point is already taken over before someone can die, respawn, and walk back to the fighting zone.
Lets take a look at what 5cp middles have in common
-A "yard" or "house" type of area. This serves as a place where people can fall back and be safe with supplies and cover but is still prone to flanks.
-Supplies for both sides, usually inside the house
-Ammo at middle. May or may not be some also in the yards
-Clear distinction between a yard area and the middle. Don't know how to explain this, but it can come down to visibility being blocked.
-Freedom of movement at middle. Avoid places that are "You can only go here or turn around".
The most stupid unwritten rule in arena is "NO HEALTH ALLOWED".
You could apply the listed above onto your arena map or choose a simpler solution and make your arena map koth
What happens
Both teams clash together at the line of symmetry. No one falls back because the health (if any) is only at the middle. Once the fighting stops, there will be 2 or 3 people left on each team unless if it was a total roll. What happens is that all the players run randomly in circles not seeing eachother in a stupidly long game of mouse & mouse. No one is the cat because of the few supplies so no one wants to be aggressive.
What is should be
The opening fights over the middle point in koth or 5cp is far more fun than arena. Generally the point is already taken over before someone can die, respawn, and walk back to the fighting zone.
Lets take a look at what 5cp middles have in common
-A "yard" or "house" type of area. This serves as a place where people can fall back and be safe with supplies and cover but is still prone to flanks.
-Supplies for both sides, usually inside the house
-Ammo at middle. May or may not be some also in the yards
-Clear distinction between a yard area and the middle. Don't know how to explain this, but it can come down to visibility being blocked.
-Freedom of movement at middle. Avoid places that are "You can only go here or turn around".
The most stupid unwritten rule in arena is "NO HEALTH ALLOWED".
You could apply the listed above onto your arena map or choose a simpler solution and make your arena map koth
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