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Download the
Map Pack. 412 MB download.
Contents of the map pack (updated: March 2nd):
p_gullywash_imp3
cp_obscure_final
cp_redfort_b5
cp_science
ctf_landfall_rc
koth_moonshine_rc
pl_boundary_rc4
Extract to: Steam\steamapps\<your account>\team fortress 2\tf\maps
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Keep the following link bookmarked so you don't have to wait for someone to reply to your price check:
http://tf2spreadsheet.blogspot.com/Also this is why we won't play Hoodoo ever again
Posts
badlands is the best designed map
most likely
viaduct is alright, snipe presence is really strong but eh
I'm sure they exist but they might have been taken out of the rotation, and I know that there are some maps on HoNC that aren't in the pack. I just stole the link from the G&T thread which was outdated anyway since it said HoNC has a password, but if PMAvers could put up an updated map pack I'll put it in instead.
E: I've always loved Well and Granary because they're so much fun as soldier. So many opportunities to rocket jump and rain down rockets.
Yeah, it's a little out of date. Will work on that.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
In the land where everything is OP?
I was like you once. Then I played a different map and it was like, "woah, there are other maps in this game?"
I don't hate 2fort like most people but if both teams are decent it becomes incredibly frustrating.
and even then its so easy to just have 2-3 engis turtling the intel
I've been spendin' most my life in a sniper battle paradise.
but if we are being real about map design
it's shit, not only because tf2 ctf is really not good considering the pace of the game and defensive options, but also because of the location of respawn things and how cramped it is, limiting mobility
maps should have multiple routes to any objective, but there should be very intuitive pros and cons -- this also goes for defensive positions
to keep jerking off badlands, look at spire -- to protect it, you have a few options, like the bridge, the space towards the back (called trash), the battlements, or even on the spire
all of these defense positions have pros and cons, such as how visible you are to the enemy, and how many attack paths you can reasonably keep track of
Granary
Badlands
Coldfront
Well
These are the maps that I like the most.
Yep.
E: Everyone note how all of these are cp maps.
i like prolane, but it changes so much that i wouldn't compare it to the gentle rework that is warmfront (which changes it to alpine textures and makes it so the medium health pack pit by the second point isn't a death trap and is level with the platform next to it)
you don't happen to have a spare shortstop or battalion's backup do you hmmmm
and then i open up hammer, laugh at how bad it is, and get that idea out of my head
similar things occur with me and starcraft mapping
way too much effort to learn those tools to get my ideas off of graph paper
maybe when i have more spare time to learn a craft
two of the same item makes a scrap
wha
keep talking about badlands and map design itself, pirat
i'm almost there
He's in shock.
the two main angles of attack through mid are through valley, or through the house
now, it may seem like a small thing, but valley being a viable attack path is remarkable. why? consider that you not only don't get that much of a speed advantage, but you give up height advantage to the other team right from the get-go
the reason it is viable, however, is it is a well defended flank route, which there really aren't that many that deal with verticality, most flank routes are good through the virtue of them being a far away corridor. badlands mid has a rare flank route that sacrifices height advantage for the chance of surprise -- and really, the height advantage sacrifice is minimal, considering to get a good shot on you they would have to get in line of sight of house, not being able to hide behind their little stacks of wood
really interesting shit
to expand, on other maps you are weighing routes based on "this way gets me there faster, but more dangerously, or this way gets me there slower, but safer", or on better maps "this way gets me there faster, but positions my push worse, this way gets me there slower, but i get better positioning"
however, on badlands, a large amount of the decisions, even on a tactical level, revolve on "this way transports me to a higher place, albeit slower or more difficult" -- this really gets at the core of what tf2's pacing and general balance is about. height advantage is a way that rewards positioning amazingly through the natural tendencies of aiming
other map points that have similar decisions and really benefit from it are granary mid (getting on the crates gets you infinite advantage over the other team), gullywash mid and second (although gullywash really takes a large amount of its design from badlands), coldfront mid a bit (the cliffs and if you can jump onto the house), even harvest, with how dominating a soldier or demoman on any of the multitudes of roofs can be (this is of course balanced out by sniper lines of sight)
the alternative really cool thing to do with your mid, which viaduct and snakewater do, is to make it a large hill
this forces a person to care about the objective, because it gives them height advantage -- it makes for very objective based gameplay, much like payload does on a rudimentary level
Not that I know much about map design but I think that might be to give the advantage to the side defending the point. Thanks to the change in direction attackers are in view of the defenders' base a lot more than they're not.
why is gravel pit so awesome
a very good question
gravel pit's three points are all very different, as anyone could tell you. i think that they are all well made, but for slightly different reasons.
the a point (even though it is oft left for the birds because b is a bit easier to defend and because of how the actual a/d gamemode rewards just holding one of the primary points) goes with the same general idea i talked about with viaduct and snakewater. the point is up a sloping hill, which gives some height advantage -- this isn't readily apparent, because valve has all kinds of line of sight blocking things, like the sheds, the wooden wall, and the glass window on the point. it doesn't immediately reward actual combat based benefits for height advantage, but it gives you information, which is more than enough. the short areas of line of sight really benefit the offense, making the point a bit easier to attack if the defense is split at the start of a round.
the b point, with its main points of roof which can cover the (from red's point of view) right exit of blue's respawn, and the big rock which a sniper can use to cover the other exit, make it so that the best point of attack is actually from red's side, c! this doesn't often happen because making the offense's best chance at attack go through hard to secure territory seems foolish. however, it really encourages grouped pushes, because breaking down a defense at b relies on attacking at the back angle which can't really be covered well and adequately cover the other exits
c is basically the premier design of giving the defenders a huge advantage with a large disadvantage, both of which they must acknowledge and work through -- they get easy access to height, but are crazily visible on all sides which they can't really push into without losing c
this forces red to balance staying on or near the point to avoid quick steals through airborne classes, but not all just grouping up there because they will be sniped, spammed, etc
this is all a bit rambley, but whatever