Greetings!
I'm working on a medieval mode payload map for my payload contest entry, and I'd like to take a serious, wounding, stab at fixing as many medieval issues as I can. I understand that this gamemode will always suck compared to normal tf2, but that's not the point. This is an experiment to see how far I can take the gamemode. I'd like to try every trick in the book at making it work.
I've already identified a number of problems the gamemode suffers from, but this is just from my perspective and it may by lacking. If you guys could list as many problems with the gamemode as you could think of, it would be much appreciated. Even if these are problems with degroot keep and other medieval maps, include them anyway.
Here are a few problems I've identified:
- Control points turn into moshpits where people just swing blindly and hope for a crit
- Random crits end fights even faster than normal tf2
- Demoknight is usually the best class to play, and wide open maps with trimping options enable him further
- Engineer is completely pointless
- Pyro is mostly useless
- Control points often lack cover from arrow and needlefire
Any other issues and recommendations? I'm all ears.
I'm working on a medieval mode payload map for my payload contest entry, and I'd like to take a serious, wounding, stab at fixing as many medieval issues as I can. I understand that this gamemode will always suck compared to normal tf2, but that's not the point. This is an experiment to see how far I can take the gamemode. I'd like to try every trick in the book at making it work.
I've already identified a number of problems the gamemode suffers from, but this is just from my perspective and it may by lacking. If you guys could list as many problems with the gamemode as you could think of, it would be much appreciated. Even if these are problems with degroot keep and other medieval maps, include them anyway.
Here are a few problems I've identified:
- Control points turn into moshpits where people just swing blindly and hope for a crit
- Random crits end fights even faster than normal tf2
- Demoknight is usually the best class to play, and wide open maps with trimping options enable him further
- Engineer is completely pointless
- Pyro is mostly useless
- Control points often lack cover from arrow and needlefire
Any other issues and recommendations? I'm all ears.