CP sekhmet

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
The forward spawn is one of several things I'll be fixing on this map once the contest is over. The other big thing is the final point being too easy to defend.

After a few playthroughs on a fairly competitive server (it was the first time on the map for most of us), I came to the conclusion that the forward BLU spawn is an unnecessary deathtrap.. It's a box with one door where BLU team can be easily trapped. Building up an ubercharge (or a pair) might break you out, depending on your opponent, but time can be a major factor in pushing for point B.

Perhaps removing the forward BLU spawn would improve map flow? Engineers can help BLU keep pressure on RED without the killbox situation.
 
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