Manngrove

PL Manngrove rc

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Oct 6, 2008
1,948
446
We play it on the No Heros payplaod extreme server - 32 players - all veteran payload players who are all very good players which is why that one point is a very hard cap to take - all red needs to do is engy up in the attic, while continuing to send ubers up the steps and off the ledge at the building entrance - which is why it's frustrating because most of the battle comes to battling red's constant ubers - you counter uber vs uber and then as blue you have no ubers left to take on the guns in the attack. feel free to join in next time it's up
 

R1ghteous

L2: Junior Member
Sep 22, 2011
70
33
Let me know the next time you will be playing Manngrove. I would be happy to play it with you and see specifically what adjustments you would like to see.
 

Masklin

L1: Registered
Jan 20, 2013
1
0
Hi,

We play Manngrove a lot on the TopNotchClan (TN) payload rotation server with 32 players, and while I think it's an awesome map, some people want it removed because the second point is insanely hard for BLU to capture.

If RED build an engineer nest up on the third floor, it becomes almost impossible to take out. And because everyone knows this is such a key point to set up in, no-one ever tries any other kind of defense, so it gets kinda boring and predictable.

My vote would be for a one-way gate to open up somewhere (perhaps from the house near the first point, with is otherwise underutilized?) which would allow BLU access to flank a little.

I hope you do consider doing an RC6 to fix this, as it's a really cool map, but as it stands right now the 2nd point just makes people angry and want to change maps.
 
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R1ghteous

L2: Junior Member
Sep 22, 2011
70
33
I have been working on a few projects of my own for awhile now... That being said add me on steam. I will play the map with you and add the additional side passage that I had intended to add awhile ago. Hearing your (and your communities thoughts) is very important to me.
 

[LuNo] KimFareseed -TPF-

L1: Registered
Jan 30, 2016
39
6
When the 2nd point is capped, RED losses their forward spawn. But, if a RED player is in that spawn when the point is capped, they are able to open the door for their teammates. The resupply in that spawn still works after the point is capped, creating a devastating obstacle.