I've been making this map.. if i'm honest it's a port of avanti, though i know there seem to be a number out there; i figured i'd do one anyway, it'd be more true to the layout perhaps than others. I guess people will have to make up there own mind when they eventually see it.
At any point, monologuing over.. The first cap point is pretty close to the spawn exit of blue. This isn't a layout problem, most of the team would take a reasonable amount of time to reach it; adearing to the limits of gravity and obstacles that litter the way. It is a gameplay issue, because most of us have seen (on 2fort) a demoman pipe bomb his way onto the opposing teams battlements in jolly fashion. It would simply take him a pipe bomb comfortably placed at the spawn exit and in an flash could pipe bomb his way onto the balcony of the first cap point. (providing sg's have been cleared).
Now, i'm not too keen on fluffing up this point with any more detail by adding an absurd amount of awnings to make the demomans life just a little bit more difficult. Instead i have considered a minimum player cap point number, as in it would take a minimum of 2 players to start the capture of the point (and probably all but the last one).
I don't recall this being in effect on any maps in rotation currently, the entity system seems to allow for it, i guess i will have to compile and find out myself, but. What do people think of this? It would mean it wouldn't be too popular to fill a server given that, 1-4 people wouldn't be able to do much.
My second reasoning was that this map is not particularly sg friendly one, it is fairly open and TF2 seems to have halfed the sg range. Ubers (especially on demomen) would appear to have all but negated the long term benefits of an sg. (i normally rack up 8 kills (to my dismay of not reaching the 10 for the achievement) before an uber'd demoman ruins my sentry streak of kills). 3 ubers at the start of a round on dustbowl pretty much garauntees the decimation of all forward defences. So i need a way to make the defenders last maybe that little bit longer from round start.
I suppose i can't really find out the gameplay of the map without testing it first, but i wanted to get an opinion on a minimum of more than 1 body count to cap a point.
At any point, monologuing over.. The first cap point is pretty close to the spawn exit of blue. This isn't a layout problem, most of the team would take a reasonable amount of time to reach it; adearing to the limits of gravity and obstacles that litter the way. It is a gameplay issue, because most of us have seen (on 2fort) a demoman pipe bomb his way onto the opposing teams battlements in jolly fashion. It would simply take him a pipe bomb comfortably placed at the spawn exit and in an flash could pipe bomb his way onto the balcony of the first cap point. (providing sg's have been cleared).
Now, i'm not too keen on fluffing up this point with any more detail by adding an absurd amount of awnings to make the demomans life just a little bit more difficult. Instead i have considered a minimum player cap point number, as in it would take a minimum of 2 players to start the capture of the point (and probably all but the last one).
I don't recall this being in effect on any maps in rotation currently, the entity system seems to allow for it, i guess i will have to compile and find out myself, but. What do people think of this? It would mean it wouldn't be too popular to fill a server given that, 1-4 people wouldn't be able to do much.
My second reasoning was that this map is not particularly sg friendly one, it is fairly open and TF2 seems to have halfed the sg range. Ubers (especially on demomen) would appear to have all but negated the long term benefits of an sg. (i normally rack up 8 kills (to my dismay of not reaching the 10 for the achievement) before an uber'd demoman ruins my sentry streak of kills). 3 ubers at the start of a round on dustbowl pretty much garauntees the decimation of all forward defences. So i need a way to make the defenders last maybe that little bit longer from round start.
I suppose i can't really find out the gameplay of the map without testing it first, but i wanted to get an opinion on a minimum of more than 1 body count to cap a point.