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cp_snakewater | final1 released!

Created 25th August 2010 @ 15:28

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kaidus

7
WiK?

Did you consider altering how left side (when pushing from mid to 2) works? At the moment uber vs uber pushes from 3 to 2 are such a ballache as it’s so simple to hold your key classes safely back whilst still forcing uber early. Imo the best method for fixing this is making the left side a viable flank. At the moment it’s a complete ballache as it’s a clutsy, cumbersome series of jumps to get through the hole followed by a narrow clustered corridor. This is the only close connection pushing from 3 to 2 otherwise you have to push through a narrow clustered choke into a vast open yard wuth every natural disadvantage working against your favour, but even this flank path is nullified by the fact that to get your medic through there involves a series of slow and fiddly jumped that practically beg the opponent to force your uber. Make this side a smoother transition for medics and the map’s flow would be increased dramatically. I’d go as far as to say this would fix the map entirely as if pushing 3-2 was dependable then at least momentum pushes to last would overcome the horrible defense prone point. As it stands teams thank their stars if they make a successful “equal opportunities” push which means following through to last is a miracle.


Last edited by kaidus,

choiie

keso

Thanks Mike, and thanks Kaidus for your input. It’s really interesting to hear complaints on the connection 2-3, something I’ve never heard before, at least no concrete examples. Obviously you have played the map way more than most, so I’m glad to hear what you’re saying.

I’ve long feared that 2-3 is a bit too much of a chokepoint, but nobody’s had anything to say so I’ve ignored it.

Correct me if I’m wrong, but are these your suggestions?

– Give the right attack route more cover to make it harder to force ubers on pushing teams
– Give the left attack route a bit more flow and make it less narrow.

I am not looking to make any huge changes here, but I agree that there is a problem with this area. A lot of people used to complain on the area around cp 2 which I dont agree on, but the connector 3-2 is admittedly a bit of a clusterfuck, and also the area which has been revised the most times in the map’s history. I’m glad to do it again if you support me.

If anyone else has any input on this, please comment here or add me in steam (I’m online occasionally, bear with me).

choiie

keso

RC4 released: http://dl.dropbox.com/u/2447457/cp_snakewater_rc4.bsp.bz2

Changelog:

Widened the left exit when attacking 2 from mid
Moved spawn exits on last back a bit
Various small changes

RC5 will include a major artpass and further balancing of 2, I have a few quite radical ideas that I’m going to try out.

skeej

(ETF2L Donator)
UbeR |
Fe |

Are there any plans for making adjustments to mid? For me it’s my biggest gripe. I main medic, and for me mid plays like granary but worse. There’s so many points of height advantage (the bridge above the cap, the ledges on either side of mid, the fact that the whole mid is hill-shaped) that it’s just “run around like a crazy man in the valleyside, dodging spam, and hope they dont focus/bomb you”.

At least on granary there is an option to rollout on top through ramproom if you wanna negate the height advantage. On this map, you can’t go top as medic. The only thing you can do is go left in house on rollout, but that way you end up on that balc/ledge thing on the left side of mid which ends in nothing. Why remove any possibility to go top? This is why badlands mid is so fun; there is no unfair height advantage.

In general the lesson for mappers has always been that putting height advantage on top of a cap (which is not the actual cap itself) is not a great idea. This is for instance why yukon got that drastic mid change.

I’d say make the balc area on each team’s left side of mid a bit bigger (more walking/dodging space) and make it connect in a ramp-shaped manner to the main bridge over mid so that every class can walk up the very top if they want to. If you don’t like the idea of every class getting up there easily, just change the ramp into some boxes/ledges so that you have to crouchjump up there (but watch out with that, such a thing can become quite annoying to play)

If you don’t like that idea, another way is to do it the other way around; nerf the height advantage. Make the bridge area above the cap very tiny/thin (so not only in the middle but also on the sides) so that it’s hard to keep that height advantage once you’re being targeted. But tbh why not try the former idea?

This whole mid thing has always been the biggest issue for me with this map, and the reason I don’t like to play it as my mainclass. Those tweaks to pushing 2nd from mid already look good; I’d still like to see some mid adjustements added to that tho. My 2 eurocents :3

Sketch

MM

map is good. mid is fine.

you do have a good point about the height advantage. but your solution means the map would be played from the height advantage.

making more use of the building behind mid with a staircase in it would make this a viable, yet slower option.(the rout is 2-3 seconds longer) meaning the height advantage is balanced by a team going valley to gain extra speed. It would balance similarly to granary then when you go through ramp room.

Albert

Will be playing the rc 4 in my #tf2cup on monday ! :)

skeej

(ETF2L Donator)
UbeR |
Fe |

Quoted from Sketch

map is good. mid is fine.

you do have a good point about the height advantage. but your solution means the map would be played from the height advantage.

No, it’s about giving the team/players a choice. Just like on gran.

making more use of the building behind mid with a staircase in it would make this a viable, yet slower option.(the rout is 2-3 seconds longer) meaning the height advantage is balanced by a team going valley to gain extra speed. It would balance similarly to granary then when you go through ramp room.

Exactly, that’s actually what I meant :)

rytis

PrettyGay

Quoted from Albert

Will be playing the rc 4 in my #tf2cup on monday ! :)

today is monday? :D

Quoted from rytis

[…]
today is monday? :D

Monday the 11th. :p

choiie

keso

Quoted from Albert

Will be playing the rc 4 in my #tf2cup on monday ! :)

Glad to hear, I’ll be sure to watch the games if I manage to get STVs or if anyone cares to provide demos!

About allowing medics to reach the top bridge: I’ve considered it, and in fact it used to be like that in a previous version. The problem was that teams defending mid simply put their medic there, making it impossible to push mid from 2. That’s why I don’t want to allow medics to get up there. I agree that mids tend to be a bit stressed for medics, but I feel it’s also something that balances the mid a bit. Sure, you can focus the medic and even bomb him, but if you do you’e not going to have a chance of contesting the height advantage above the cap, and even if you successfully bomb you mightve lost the momentum to actually get the point.

This being said, I agree that medics might have a hard time on this mid. I’ll need to get more people’s thoughts on how to handle this before I know what to do about it, however.

Albert

Quoted from choiie

[…]

Glad to hear, I’ll be sure to watch the games if I manage to get STVs or if anyone cares to provide demos!

Martn (http://www.martndemus.nl/tf2/ ) will be doing his stream with comms :)

choiie

keso

Nice, thanks a lot :D

skeej

(ETF2L Donator)
UbeR |
Fe |

Would love to hear some thoughts on my notes chojje :3

choiie

keso

Quoted from choiie

[…]
About allowing medics to reach the top bridge: I’ve considered it, and in fact it used to be like that in a previous version. The problem was that teams defending mid simply put their medic there, making it impossible to push mid from 2. That’s why I don’t want to allow medics to get up there. I agree that mids tend to be a bit stressed for medics, but I feel it’s also something that balances the mid a bit. Sure, you can focus the medic and even bomb him, but if you do you’e not going to have a chance of contesting the height advantage above the cap, and even if you successfully bomb you mightve lost the momentum to actually get the point.

This being said, I agree that medics might have a hard time on this mid. I’ll need to get more people’s thoughts on how to handle this before I know what to do about it, however.

About making the bridge more narrow: I’m not sure how that would help medics at all, the solution would rather be to add some sort of cover other than the balcony. I’m kind of pleased with how the mid works now however, and it’s hard to perceive what effect giving more protection would have. But if there is a good suggestion, of course I’m willing to try it out.


Last edited by choiie,

Albert

http://nl.justin.tv/martndemus/b/289979485 – A stream from the match in the cup, i tried to get hold of the other stv :( But was told it wasn’t recording :)

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