drunkie
L1: Registered
- Jul 21, 2008
- 39
- 10
The only problem that I really see Goldrush having is at 1 - 2, and 3 - 3. These two points both have 1 thing in common. The cart has to be pushed through a T chokepoint. The design of having a very narrow alley followed by a 180 degree area with 1 good sentry position just does not work in a Payload map imo. They need to widen these chokepoints, and make it so that Blu only has to look at one side or the other for the immediate defense.
That said a semi organized team with a smart soldier can usually beat the defense I just have a hard time getting a semi organized team on a pub.
If you look at Badwater you dont see any kinds of these chokepoints. When approaching the final point on Badwater, you go down a fairly wide alley. When you come out from it you are looking 90 degree's to your left for a bit of time with the right side of the cart being completely protected because of the building. Great design imo, the guy who made Goldrush really learned from his mistakes and applied that to Badwater. Although Goldrush should kinda be cut a break, it was the first map in a brand new gameplay idea. ::
That said a semi organized team with a smart soldier can usually beat the defense I just have a hard time getting a semi organized team on a pub.
If you look at Badwater you dont see any kinds of these chokepoints. When approaching the final point on Badwater, you go down a fairly wide alley. When you come out from it you are looking 90 degree's to your left for a bit of time with the right side of the cart being completely protected because of the building. Great design imo, the guy who made Goldrush really learned from his mistakes and applied that to Badwater. Although Goldrush should kinda be cut a break, it was the first map in a brand new gameplay idea. ::