ReepNeep post=9.70270.697680 said:
Steel is not a better map than Warpath2 and is extremely maze-like. With all the noobs we're going to have in these games, Steel is a terrible choice.
Turbine is still a much better map than 2fort. I'm honestly mystified by all the hate that Turbine gets. All you need is an uber to break any sentrygun. A demo can do it solo in the vast majority of circumstances.
Badlands plays like shit. It has a slippery slope problem in the extreme and once the attackers take the opposing team's spire, the map is over. Its also really heavy on the scout rushes which won't be fun with all the new people around. Fastlane is an all round better map.
Scoring in Goldrush is nowhere near as difficult as you make it out to be. If you have a proper class makeup and the opposing team doesn't significantly outskill you, you are almost guaranteed to score. On the other hand, Badwater is damn near impossible to defend. That said, I don't have a preference either way. Defending Badwater or attacking CP 2-2 in Goldrush, pick your poison.
Limits on heavies? Are you kidding me? That 'trick' you mentioned can be foiled easily by one uber pyro or heavy. What attacking team doesn't have an uber ready when the gates open? If your team has a good sniper, heavies are no trouble at all in other circumstances and any of the other combat classes can frag one easily if he doesn't have his gun spun up.
A single engineer is damn near worthless except for his teleporters. More than two and they can rebuild their guns faster than you can respawn. Two engineers.
One uber pyro solves all of those problems at once. A kritzkrieged soldier can do it too. Scout or other fast class runs the intel while everyone is distracted. It isn't that hard.
First off. Warpath comes to this stalemate. Cap point 1 and 2, mid point is fought over, 1 team breaks through, then they're pushed back until they recharge, ect. It's nice for a map, but it'll take maybe 2 hours to complete because of the stalemating around the midpoint. Steel isn't too maze-like. Here's a giant hint: LOOK UP. The cap points are labled in such a way that it's hard to get lost if you look up at the end of the hall.
Wait, so an uber can go from the intel area upstairs to vent entry 1 to vent entry 2 and main entry in 10 seconds? I'm thinking sentry at intel, Heavy at vent exit near spawn, heavy at vent exit near right-hand entry. Maybe no CTF maps is a better idea.
I agree with the whole badlands point, so I propose Granary to fix it. It'll bust out of the desert environment.
http://www.steampowered.com/status/tf2/death_maps/pl_goldrush_deaths.jpg That is a death map for gold rush. Note where the deaths are. Also, in gold rush, RED wins about 80% of the time. In Badwater, RED wins 60%. A better percentage ratio.
On the heavy trick: You get 3 people as Heavy, get the 2Fort doors, and stand on the doors, so that when people spawn, they can't get out of their spawn. Now, I'm not saying it's good, but it can happen if people are jackassyy enough. I don't put it far. So, once again, it's heavies blocking their own team, not the enemy team, in the spawn.
I mean 1 engie on CTF maps. 2 engies can make an "OH FUCK" base for the enemy. A hidden sentry is a deadly one. Plus, there's a glitch where you can stack a teleporter onto another and trap your team.
I've not seen a map rotation that uses Turbine. It doesn't work. At all. Is it a good CTF map? Yeah. Is it easy? Yes. I say no CTF maps.