Fortezza

CP Fortezza b14

Fluury

L5: Dapper Member
Jul 30, 2017
237
171
I really don't think B works as it is right now, attacking it is pretty miserable.
The main choke has BLU fight up from a lowground into a space where they are exposed from all angles with no cover to really work towards. Using it as your main attack method just has you getting sniped and taking chip long before you can reach the point.

The flank offered is OK but still really lackluster - a single demo spamming stickies from below shuts the small door down, and since he's spamming from an arc attackers just cannot reliably contest.

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If there is a sniper standing here they basically have free reign without competition as they can see the two small entryways BLU has into this area without ever having any need to rotate.

Contesting the little space below the main staging area is a pain. Since to get an angle to it you need to expose yourself to everyone, and straight up turn their back to them. If there is a sentry down there ubering requires you to jump over the railings if you approach from the flank, which ends up with the sentry shooting you into the skybox.

This point would really benefit from an additional subarea of sorts that requires RED to actually move their butts to cover all BLU entryways, or some cover/position for BLU to work towards if they dare going up the main route. As it is, from a BLU PoV, it just really isn't enjoyable.
 

Gruppy

aa
Jun 22, 2016
213
40
I really don't think B works as it is right now, attacking it is pretty miserable.
The main choke has BLU fight up from a lowground into a space where they are exposed from all angles with no cover to really work towards. Using it as your main attack method just has you getting sniped and taking chip long before you can reach the point.

The flank offered is OK but still really lackluster - a single demo spamming stickies from below shuts the small door down, and since he's spamming from an arc attackers just cannot reliably contest.

1728421063701.png

If there is a sniper standing here they basically have free reign without competition as they can see the two small entryways BLU has into this area without ever having any need to rotate.

Contesting the little space below the main staging area is a pain. Since to get an angle to it you need to expose yourself to everyone, and straight up turn their back to them. If there is a sentry down there ubering requires you to jump over the railings if you approach from the flank, which ends up with the sentry shooting you into the skybox.

This point would really benefit from an additional subarea of sorts that requires RED to actually move their butts to cover all BLU entryways, or some cover/position for BLU to work towards if they dare going up the main route. As it is, from a BLU PoV, it just really isn't enjoyable.
Added this route connecting to the old sentry cubby based on this feedback. I feel like this may make B too easy to capture but I'll test it and see. My main thing with B is I want it to feel bunker-y for both teams. I really like the way engi's set up on last for dustbowl stage 3, trying to replicate the forward base setups by having pretty hard chokes.

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Xbmann

Server Staff
Jul 8, 2019
66
56
The new flank was really dark and i didnt notice it for most of the test.

Attacking on this map is really frustrating because of the lack of information you have to work with while pushing through chokes. Both points have 180 degrees of hiding spots that you have to clear at the same time while pushing and most of the gameplay was just people jumping out at me from random corners. There were multiple ubers on me as demo where i had to spend most of it searching around for where the sentry and power classes were hiding. Thinking of conventional maps like hardwood or gorge, the routes into a point tend to provide a lot of visual information while peaking and you can usually clear things one at a time without putting yourself at major risk.

A lot of the flanks are unusable as a demo because they are tiny hallways with a bunch of blind corners and no easy way to back out if there happens to be a soldier or pyro sitting there.

Surprise plays are a part of tf2 but in most maps you have to put in work to catch players off guard. On this map you can surprise players just by coincidentally rolling out into somewhere they werent expecting.