Hmmm....
4-26-2008,
Like, take the 2Fort that exists as it is now. What would you like to see done with it?
Inquiring minds wish to know.
04-26-2008
well the biggest problem i find with 2 fort on a public server
- complete lack of health and ammo packs - except for the sewer
04-27-2008
Only thing I can think of would be the health packs, I hate constantly having to use the sewer route because thats the only place on the entire map I can heal without a medic.
04-29-2008
Team Fortress 2 Update Released
2Fort
* Added medium ammo and health to basement hallways
* Added small ammo and health to top of spiral
You wouldn't happen to live near Bellevue, Washington by chance, would you?
Anyways, here's my review-
I do agree that 2fort is very well polished, I still think it's one of Valve's best looking TF2 maps, but I don't really enjoy playing the map anymore. Part of this might be because I've played the map a lot and have burned myself out on it, but there's a few issues that stick out in my mind:
* All but 3 classes are forced to pass through the same 2 chocke points that are right next to each other on route to the intel. First through the lower area of the base that leads out to the bridge and then through the open area with the cow and two sets of stairs. I've seen single and even double ubers rushes fail to break through these 2 spots many times.
* The alternate route, over top of the bridge, isn't too great either. Unless you're a scout you'll be down to half your life by the time you reach the enemy base and when you do there's a nice chocke point waiting for you on the other side. There are no resupply items on the way, either.
* Both of the routes mentioned above can also be protected by a single sentry gun as well. Narrow pathways make for easy area denial, it's very difficult for even a cloaked spy to reach the intel without bumping into someone, giving himself away.
*The chockepoints by themselves might not be too bad, but the fact that ALL 3 are within a 3 to 5 second walking distance from the enemy spawn compounds the problem. It is extremely easy for the enemy team to rebuild/re-man whatever defenses your team might have been able to clear out.
Due to the reasons listed above, I find that scoring in this map starts to become almost impossibly difficult (assuming a team isn't stacked) when there are more then 12 ~ 16 players on a server who know the map well. This is not too uncommon on the pubs. This brings me to my other issue with the map:
* No round timer. Most of the servers currently running the map have either a 30+ minute map time or are the dreaded no map time servers, mainly the 24/7 2fort servers, you know the ones.... After turtling 30+ minutes in a round were neither team has scored more then 1 point, I want to pull my hair out thinking "WILL THIS EVER END??!!!111". Entering sudden-death mode during a round like this would be a breath of fresh air.