- Nov 30, 2007
- 439
- 34
You know, I was thinking about this today as I did some more work on my current project.
I know forward spawn rooms have a place in TF2 and some maps it's crucial to have them but I find that alot of maps have them that should not. Mostly CP maps that have control points that can be won and lost. I find that it's almost a waste to build teleporters as an engineer because by the time you get one up and working, it very well could be that the entrace is no longer useful because you're team is now spawning in another location.
Even on some PL maps, it's all about preference. Badwater has one but Goldrush does not. Badwater is longer but still, Goldrush has some really long stages, the last is very long, but no forward rooms. It really brings the engi tele's into play alot more. They are critical to success. I like that.
Just curious and wanted to get some feedback on what types of maps (layouts) do you find that forward spawns are useful and what maps do you find that they really shouldn't be used. You can give maps names if you want.
I know forward spawn rooms have a place in TF2 and some maps it's crucial to have them but I find that alot of maps have them that should not. Mostly CP maps that have control points that can be won and lost. I find that it's almost a waste to build teleporters as an engineer because by the time you get one up and working, it very well could be that the entrace is no longer useful because you're team is now spawning in another location.
Even on some PL maps, it's all about preference. Badwater has one but Goldrush does not. Badwater is longer but still, Goldrush has some really long stages, the last is very long, but no forward rooms. It really brings the engi tele's into play alot more. They are critical to success. I like that.
Just curious and wanted to get some feedback on what types of maps (layouts) do you find that forward spawns are useful and what maps do you find that they really shouldn't be used. You can give maps names if you want.
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