There's quite a few maps that are very popular in pubs, yet widely regarded as terrible. Prime example would be 2fort.
It's the TF2-equivalent of an action-flick, it just looks nice and has lots of explosions, managing to stay entertaining while making not too much sense.
No one really worries too much about the objective, there's no urgency to get the intel, when you know the other team won't win the match right away.
But what makes 2fort so popular, and could its concept of casual deathmatch work in a decent map?
1. Well, for one, it actually looks really nice. The lighting, the detailing and textures, everything seems to fit.
2. Target practice.
You know where the snipers will be, where the engies will set up. there'll be plenty of them, and countless opportunities to wreck both. As soons as you leave the base, you're in the midst of battle. Ideal circumstances for deathmatch.
3. Defense.
You can also rack up a lot of kills without going far, as the enemy will have to cross your path to get to the objective. Twice. Again, it very much encourages TDM.
4. Challenging task.
Actually playing the objective can be pretty challenging, as the other team will have a huge advantage with their spawn covering your path.
Same goes for hightower. You don't have to walk far to the frontline, and the tracks go through the other base, where the enemy will have the high ground.
_________________________
Now, getting from entertaining to good is another story, but taking the concept of a dense map with intense figthing on all frontlines out of the usual "TDM" shouldn't be too hard.
It's the TF2-equivalent of an action-flick, it just looks nice and has lots of explosions, managing to stay entertaining while making not too much sense.
No one really worries too much about the objective, there's no urgency to get the intel, when you know the other team won't win the match right away.
But what makes 2fort so popular, and could its concept of casual deathmatch work in a decent map?
1. Well, for one, it actually looks really nice. The lighting, the detailing and textures, everything seems to fit.
2. Target practice.
You know where the snipers will be, where the engies will set up. there'll be plenty of them, and countless opportunities to wreck both. As soons as you leave the base, you're in the midst of battle. Ideal circumstances for deathmatch.
3. Defense.
You can also rack up a lot of kills without going far, as the enemy will have to cross your path to get to the objective. Twice. Again, it very much encourages TDM.
4. Challenging task.
Actually playing the objective can be pretty challenging, as the other team will have a huge advantage with their spawn covering your path.
Same goes for hightower. You don't have to walk far to the frontline, and the tracks go through the other base, where the enemy will have the high ground.
_________________________
Now, getting from entertaining to good is another story, but taking the concept of a dense map with intense figthing on all frontlines out of the usual "TDM" shouldn't be too hard.
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