Geal
L4: Comfortable Member
- Aug 16, 2009
- 162
- 56
Kind of expanding on the 2.5 routes rule, I think there should be 2.5 routes into the cap area, then one really wide main route to the point for each team, with the rest of the point more or less inaccessible, and the rest of the area used for flanking routes. Often, whatever object (or lack thereof) is blocking the sides of the point may allow for indirect fire onto the point, and many can be overcome by soldiers and demos.
Granary: 2 wide doors to let players in, one small door up above. One main route to the point itself, and the rest of the point (except for the small side route) is blocked by crates. This blocks to point for most classes, but soldiers and demos can overcome the height difference to gain direct access to the point from unseen angles. These blocks allow players to sneak around and flank the enemy.
Badlands: 1 main doorway and 1 chokepoint from the second point, and a small doorway from below. Players are mostly forced onto the point from one direction, it being on a bridge and all. The sides are useless for getting on the point for, again, classes other than soldier and demo. Around (and under) these sides, though, are great flanking routes.
Well: 2 main doorways to the central area, and one small doorway from above. Players are forced into one main route to the point, similarly to Badlands. Again, the dropoffs on the sides of the point mean it's only accessible from the main path to most classes, and also allow flanking opportunities.
You can even see these trends in Coldfront and Yukon.
Granary: 2 wide doors to let players in, one small door up above. One main route to the point itself, and the rest of the point (except for the small side route) is blocked by crates. This blocks to point for most classes, but soldiers and demos can overcome the height difference to gain direct access to the point from unseen angles. These blocks allow players to sneak around and flank the enemy.
Badlands: 1 main doorway and 1 chokepoint from the second point, and a small doorway from below. Players are mostly forced onto the point from one direction, it being on a bridge and all. The sides are useless for getting on the point for, again, classes other than soldier and demo. Around (and under) these sides, though, are great flanking routes.
Well: 2 main doorways to the central area, and one small doorway from above. Players are forced into one main route to the point, similarly to Badlands. Again, the dropoffs on the sides of the point mean it's only accessible from the main path to most classes, and also allow flanking opportunities.
You can even see these trends in Coldfront and Yukon.