This might go a little off-topic, but there was a solid one posted on the SPUF a while back that I liked.
Mainly because it gives
-A way to get into the basement without going through/past the hayloft..
-A way to get *out* of the basement without going through/past the hayloft.
-Opens up a balcony overlooking the flag room that lets you clear sentry nests a little easier.
-Alternate exit to the hayloft spawn.
It wasn't perfect (the exit required a bit of swimming to dump you out into the sewer, and it was a bit confusing if you never played the map before), but it was definitely a step in a direction.
Back to the Turbine edit, it's definitely looking good. Amazing what you can do when you have "proper" (as far as Hammer can be called) tools instead of just hacked together tools.
You're describing 2Fort Engie Power. The problems with that map are just as severe as normal 2Fort, if not more so
1) Red has a huge advantage for it's snipers up on the roof because of the shape of the roof.
2) Once the map's been played awhile all the action (and I do mean *all* the action) gets diverted to the sewer route into the intel.
3) The engie gallery spot looks clever but it's very weak - a scout can grab the intel and get out of the gun's firing line before it can react.
4) Engies are forced to camp the intel, whereas in 2Fort normal they have a couple other choke points to choose from in setting up defenses and don't have to stay back. If the other team goes defensive then playing an engie becomes a very, very boring proposition.
5) Scouts can reach the enemy intel before any other class on the defending team - defending engies can get there just in time to fight them, which is a losing proposition.
There are a lot of variants on 2Fort Engie power to address these issues - 2Fort Egypt (reskinning as Egypt for example), with mixed degrees of success. I've played with 2Fort rebuilds myself a few times, ultimately I got bored with it because it's a very crowded market.
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