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Topic: Remaking of 2Fort map
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AmS
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I never really was on your side...
Remaking of 2Fort map
«
on:
July 16, 2009, 08:31:03 PM »
I know it may sound odd, but i am trying to make 2Fort more playable. The idea is to make the map much smaller sso it would be much easier to capture the intel. This means get rid off the both basements and move the intel here:
other possible tweaks to support the new situation:
- block the closer balcony entrance
- delete the main spawn and leave only the 2nd one
- add ammo and health kits to the midlle of the map
Let me know if you think that this could make 2fort more playable or not, also any other ideas would be also appreciated. Or if you just think that i am insane, its also good to know.
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Hzza
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Re: Remaking of 2Fort map
«
Reply #1 on:
July 16, 2009, 08:32:32 PM »
You're insane.
But good on you for trying!
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Re: Remaking of 2Fort map
«
Reply #2 on:
July 16, 2009, 08:58:41 PM »
The problem isn't really with the map, it's that people don't use teamwork on it like they do on payload maps. It's played as a deathmatch and no one seriously tries to capture the intel.
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AmS
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Re: Remaking of 2Fort map
«
Reply #3 on:
July 16, 2009, 09:04:11 PM »
Quote from: Prometheus on July 16, 2009, 08:58:41 PM
It's played as a deathmatch and no one seriously tries to capture the intel.
Exactly, thats the reason why i want to put it from that basement. Its really hard to get the intel on original map and if you manage to take, you will be shot while trying to exit the basement. I thought that easier capturing could convince people to play it less of a deathmatch style.
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Re: Remaking of 2Fort map
«
Reply #4 on:
July 16, 2009, 10:04:10 PM »
I think fixing it would be more trouble than making a new one, but I support you with the try since it's desperately needed.
IMHO the main problem is, that one or two sentries can completely shut down every attack and destroying it is quiet hard. I have to admit I have no idea how to fix that without majorly revamping the map.
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Re: Remaking of 2Fort map
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Reply #5 on:
July 16, 2009, 10:07:47 PM »
I think it could work actually. As you say, I think the main problem is the basement. Usually it's only a scout or some lone pyro who make it down there, then as soon as they pick it up, all hell comes down on them. This might actually get some better team work going, getting people to push in together.
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Re: Remaking of 2Fort map
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Reply #6 on:
July 16, 2009, 11:17:19 PM »
I agree that the intel is too difficult to cap - though I think size is not the issue (wahey), its accessibility (wahey) and the ease of defending (wahey).
The main trouble with 2fort is that there is only ONE way to get to the intel. Whether you come* from the bridge, from the sewers, or even over the bridge you must pass through or near the area in your picture. If the sewers were to lead to the intel itself then it may be a little easier.
* (wahey)
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AmS
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Re: Remaking of 2Fort map
«
Reply #7 on:
July 16, 2009, 11:23:05 PM »
Quote from: Twiggeh on July 16, 2009, 11:17:19 PM
If the sewers were to lead to the intel itself then it may be a little easier.
not a bad idea at all, i'll try to look on that too
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Teatime
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Re: Remaking of 2Fort map
«
Reply #8 on:
July 17, 2009, 12:39:38 AM »
Big lol.
I had a similar idea myself just a few weeks ago.
But my thought process was different. It's pretty much like Twiggeh says: The problem is not the size and the basement, the problem are the chokepoints of both ways to the basement. So I came to the same conclusion.
If you want encourage more object-oriented gameplay you have to punish deathmatcher for not protecting the intelligence. So access to the basement has to be easier, but for balance reason the escape route must still be difficult enough to give defense a chance.
The sewers are a good starting point. The sewers are pretty much on the same level as the basement, so connecting both would be easy. However, the tricky part would be to create a way to get into the basement which is one-way only. The only approach I came up with would be some kind of ducts and dropping from those into the basement (similar to what Turbine does). It would be more difficult to establish and since Turbine does it I have been pondering to come up with a better solution (One way doors would come to mind, but a teammate opening it from the other side would negate the effect.
Oh, the idea behind that? Each team has either to defend the sewers as well (which forces them to spread out, giving attackers a bigger chance to break through) or defend the basement. But even then attackers have an additional route, spies another good chance for infiltration and for once a teleporter in the enemy sewers would make sense
PS: I've almost forgotten: Something should be done about the battlements. Not sure exactly what, but the current design (incl. the roof over the bridge) is BS. It would be great to change it so it discourages sniper wars (but still give snipers the chance to intercept incoming heavy classes on the bridge ... basically exactly the opposite of what it is now).
«
Last Edit: July 17, 2009, 12:44:39 AM by Teatime
»
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Re: Remaking of 2Fort map
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Reply #9 on:
July 17, 2009, 08:12:08 AM »
I agree with Teatime, make a route (or 2) from the sewers instead of having to run through the upstairs choke points.
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Quote from: Magathery on September 03, 2011, 11:41:48 PM
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Re: Remaking of 2Fort map
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Reply #10 on:
July 17, 2009, 10:12:28 AM »
Quote from: Teatime on July 17, 2009, 12:39:38 AM
PS: I've almost forgotten: Something should be done about the battlements. Not sure exactly what, but the current design (incl. the roof over the bridge) is BS. It would be great to change it so it discourages sniper wars (but still give snipers the chance to intercept incoming heavy classes on the bridge ... basically exactly the opposite of what it is now).
I think some way for the slower classes to get up there quicker? like a ramp?
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Re: Remaking of 2Fort map
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Reply #11 on:
July 17, 2009, 11:18:50 AM »
Quote from: deadlyavenger on July 17, 2009, 10:12:28 AM
I think some way for the slower classes to get up there quicker? like a ramp?
How about a cannon like the one in that custom arena map treetops or something
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Quote from: Magathery on September 03, 2011, 11:41:48 PM
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Re: Remaking of 2Fort map
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Reply #12 on:
July 17, 2009, 11:24:47 AM »
Once u've got to a reasonable point and u want to try it out, let us know and, if all the leaders agree, we can get it onto server 2 for a test.
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Re: Remaking of 2Fort map
«
Reply #13 on:
July 17, 2009, 11:49:49 AM »
Most of what I'd say has already been said, so I'll just say I'd really like a better 2fort, I love that map. Go Ams!
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AmS
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Re: Remaking of 2Fort map
«
Reply #14 on:
July 17, 2009, 12:06:16 PM »
Quote from: PapaFade on July 17, 2009, 11:24:47 AM
Once u've got to a reasonable point and u want to try it out, let us know and, if all the leaders agree, we can get it onto server 2 for a test.
that would be great,thx
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