- Apr 13, 2009
- 728
- 309
A quick experimental 2fort edit.
Basically, I'd like to see how the infamous 2fort plays when one team commits fully to turtling and the other goes all-out attack. Later, I might do an original map based on this concept if it shows potential.
Most of the BLU base is removed, the holes patched up as seemlessly as possible, leaving only the spawns, the sewers and the bare minimum to connect it all together. I wanted to put the capture zone where it was it the tfc 2fort (battlements), but since I removed the courtyard, the only way to get back up there is a special jump... So I left it at the BLU base entrance, under the dropdown.
30 seconds setup, RED must defend their intel until time runs out, while BLU must score 3 (or however many the server wants) increasingly difficult caps to win. Cap difficulty is increased by tweaking spawn timers less and less in favor of BLU with each successive cap.
I shall know commit seppuku to atone for posting a Valve map edit.
Basically, I'd like to see how the infamous 2fort plays when one team commits fully to turtling and the other goes all-out attack. Later, I might do an original map based on this concept if it shows potential.
Most of the BLU base is removed, the holes patched up as seemlessly as possible, leaving only the spawns, the sewers and the bare minimum to connect it all together. I wanted to put the capture zone where it was it the tfc 2fort (battlements), but since I removed the courtyard, the only way to get back up there is a special jump... So I left it at the BLU base entrance, under the dropdown.
30 seconds setup, RED must defend their intel until time runs out, while BLU must score 3 (or however many the server wants) increasingly difficult caps to win. Cap difficulty is increased by tweaking spawn timers less and less in favor of BLU with each successive cap.
I shall know commit seppuku to atone for posting a Valve map edit.
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