It's quite remarkable how one of Valve's own maps that also happens to be played in competitive matches seems to go against the basic rules of mapmaking, by providing the defenders with plenty of high grounds and long sight lines:
The roof on B, allowing soldiers and demos to spam the entire area and the control point, while also providing them cover.
And C, with really good sentry spots, and even more height advantage for players on the point. Next to RED's spawn. On paper, that's some significant balance issues. Yet it's no question if it's going to be capped in 6v6, but rather how fast that's going to happen.
Naturally, that's due to the nature of A/D, but what opportunities does Gravel Pit offer to BLU, other than fast respawn?
- plenty of flanking routes
- easy rocket jumps
- final point is pretty vulnerable to spam
So, what's your thoughts about this topic? In which situations does it make the most sense to give the defending team rather significant high grounds?
The roof on B, allowing soldiers and demos to spam the entire area and the control point, while also providing them cover.
And C, with really good sentry spots, and even more height advantage for players on the point. Next to RED's spawn. On paper, that's some significant balance issues. Yet it's no question if it's going to be capped in 6v6, but rather how fast that's going to happen.
Naturally, that's due to the nature of A/D, but what opportunities does Gravel Pit offer to BLU, other than fast respawn?
- plenty of flanking routes
- easy rocket jumps
- final point is pretty vulnerable to spam
So, what's your thoughts about this topic? In which situations does it make the most sense to give the defending team rather significant high grounds?