- Nov 12, 2007
- 1,128
- 746
I think any Valve 5 cp map is a bad example of the difficulty the final rounds should be. Granted, if you're going dedicated defense (rather than trying to win back point 2), Badlands is the most defensible, but the point is still stupidly short to cap, so any number of things can happen that let the enemy team win without your team feeling like they had a chance in hell of reacting to it and stopping it. My goal for Meridian's defense areas would probably be somewhere between that difficulty and gravelpit C's.
I think the ability to defend those areas is fine. I don't want to reduce that much more than it is now. But I do want to give attackers a bit of a leg up so that when they hit the wall of defense it is less likely to send them all the way back to spawn. Both areas will have a little bit more health near them to help demos, soldiers, and spies put pressure on the sentry farms. Additionally, the rear spawn room on the boat is getting removed and opened up, so Red attackers won't have to worry too much about being flanked anymore by going down into that lower area. It has a large ammo pack in it now, so it'll also be a good place for spies to swing through.
I think the ability to defend those areas is fine. I don't want to reduce that much more than it is now. But I do want to give attackers a bit of a leg up so that when they hit the wall of defense it is less likely to send them all the way back to spawn. Both areas will have a little bit more health near them to help demos, soldiers, and spies put pressure on the sentry farms. Additionally, the rear spawn room on the boat is getting removed and opened up, so Red attackers won't have to worry too much about being flanked anymore by going down into that lower area. It has a large ammo pack in it now, so it'll also be a good place for spies to swing through.