Phobos
L3: Member
- Feb 22, 2009
- 130
- 50
I've always wondered why the layout/capping mechanic of Desertfortress isn't used in more maps. I'm glad that you give it a try. I'm not going to comment on the obvious similarities between Grinder and Gravel Pit (A and B)/Badlands (HQ), it has been pointed out and you already stated that they're subject to change.
Okay, my impressions/suggestions:
-The cap times on A and B are long, C is very short. Maybe you should reconsider your opinion about the length of the cap time. Once both points have been taken by a team (meaning they get reduced respawn time), the opposing team has to defend their HQ cap (with this brutally short cap time - no room for error) while they have to endure the long cap time on A/B (all with increased respawn time).
I can see that once A and B are lost, one team will simply fortify their position to force a stalemate.
If it was the other way round (long HQ cap, shorter A/B), the "defending" team gets a chance to start a counter attack and force the "attacking" team to defend A and B, otherwise they lose their chance to cap the HQ. More dynamic fighting, more options.
-The tunnel between A and B is a good place to be filled with water. Underwater combat happens nowhere in TF2, it would be something new. Not to speak of pyro/heavy players still wanting to get their underwater achievements. Downside to this is that water slows you down. Probably not so good if you want this map to be played competitively.
-Maybe add a tunnel from each base to the A to B tunnel. It could function as a stealth route for scouts/spies to ninja re-cap a point taken by the other team. (You could even have a bit of Well in your map if you fill it with water
)
-The drop down vent to A is a nice idea, it somehow feels out of place. I think it is too close to the regular exit to A.
Okay, my impressions/suggestions:
-The cap times on A and B are long, C is very short. Maybe you should reconsider your opinion about the length of the cap time. Once both points have been taken by a team (meaning they get reduced respawn time), the opposing team has to defend their HQ cap (with this brutally short cap time - no room for error) while they have to endure the long cap time on A/B (all with increased respawn time).
I can see that once A and B are lost, one team will simply fortify their position to force a stalemate.
If it was the other way round (long HQ cap, shorter A/B), the "defending" team gets a chance to start a counter attack and force the "attacking" team to defend A and B, otherwise they lose their chance to cap the HQ. More dynamic fighting, more options.
-The tunnel between A and B is a good place to be filled with water. Underwater combat happens nowhere in TF2, it would be something new. Not to speak of pyro/heavy players still wanting to get their underwater achievements. Downside to this is that water slows you down. Probably not so good if you want this map to be played competitively.
-Maybe add a tunnel from each base to the A to B tunnel. It could function as a stealth route for scouts/spies to ninja re-cap a point taken by the other team. (You could even have a bit of Well in your map if you fill it with water
-The drop down vent to A is a nice idea, it somehow feels out of place. I think it is too close to the regular exit to A.