Well, more testing is never a bad thing.
I'd love to hear anyones opinion on ctf_yin yang.
http://forums.tf2maps.net/showthread.php?ltr=Y&t=5956
My main reason for the layout was to try and solve turtling and increase team play. . Should be fairly easy to get the intel out in the open quickly.
Then teams should have to work together to retrieve or protect intel. The base can be reached from the front or back and currently there is a middle path which might need removed, or one team/one way doors.
Anyway, I think some players with a competitive mindset might be best for determining the gameplay.
If you can/will run it let me know and I'll show.
I'd love to hear anyones opinion on ctf_yin yang.
http://forums.tf2maps.net/showthread.php?ltr=Y&t=5956
My main reason for the layout was to try and solve turtling and increase team play. . Should be fairly easy to get the intel out in the open quickly.
Then teams should have to work together to retrieve or protect intel. The base can be reached from the front or back and currently there is a middle path which might need removed, or one team/one way doors.
Anyway, I think some players with a competitive mindset might be best for determining the gameplay.
If you can/will run it let me know and I'll show.