CTF 2fort_ad

Discussion in 'Map Factory' started by Loc_n_lol, May 15, 2011.

  1. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    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. :p
     
    Last edited: May 15, 2011
  2. Terwonick

    Terwonick L6: Sharp Member

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    did you change anything on RED side?
     
  3. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    No, not really.
    Well technically, I removed the capture area and associated overlays (red doesn't need to cap). I was also tempted to activate the third red spawn room, but decided against it.
    As I said, this is a couple of hours of work, including sorting out compile errors, and is not meant to be taken seriously. I'd like to see what it plays like, though. :)
     
  4. Pocket

    aa Pocket func_croc

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    Beaten to the punch! This'll be fun to try.
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    2fort is a bitch to break when a team turtles but fact of the matter is you can capture the intel when your team cooperates with ubers properly because the entire team generally wont be focused on defence.

    However when one team is supposed to defend i forsee pyro airblasts spamming the tight corridors and corners that litter the ground floor and battlements exit.

    Pyro airblasts are bitch enough as it is on the final stage of dustbowl even with ubers, and with even narrower chokes than that and as seen in goldrush i forsee many issues.
     
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  6. Pocket

    aa Pocket func_croc

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    Well, the way I see it, this is an experiment to see if the problem with 2fort is the tendency to break teams up between attack and defense, or just the layout itself. When you experiment, you'll get the most accurate results if you only change one variable. And in this case, that's the game mode.

    (That's more or less what I would have said in my thread had I been able to get this work before he did. Feel free to stop me, Loc, if we're not on the same page.)
     
  7. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    This sounds quite good. I'd like some more pictures of it though.