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cp_toxic

Created 15th February 2012 @ 14:48

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Leif

Here is my thoughts:
B18 is quite good. Mid actually needs some improvements because it’s too small and too much soldier-dependant. Imho if you enlarge it a bit, it could really improve a lot.
Last instead is good, but I think you should make it smaller because as it is the combo is supposed to be staying left and the enemy team can quite easily get in from the right taking not so much damage and still force the uber unless the defending team has a heavy. Maybe to avoid this you could try this change so you can have a sniper on the right wathing the entrance to lobby if you want to and delay the push a bit?
http://i45.tinypic.com/152oux3.jpg

Now about B19-20-21
Just forget the mid. It’s horrible, and it isnt even playable as someone already said.
Also the second has become much easier to defend than what it was before.
The house near chocke is completely useless because makes more difficult for them to make damage and at the same time the pushing team can be easily spammed by a soldier who stands next to the ramp’s edge http://cloud.steampowered.com/ugc/920110421071932197/E21016856352B5DE233D5334C2DA3382AF85687B/ and the demo who stands in balcony with the medic and even a sniper who can stand up here http://cloud.steampowered.com/ugc/920110421071923317/DAC6F20FC35DB05E1281FAAF3CD74A1BE5973540/
Also a soldier can stand on the upper point and spam the flank below the balcony when the scouts call them and still get heals.

If the enemy team decides to push from house flank-to-mid they are spotted really early by scouts and are slow down by the demo that sticks entrance to balcony on the right http://cloud-2.steampowered.com/ugc/920110421071857772/06188D95C69282A5BBE8EE22BC276E712CDDFA5B/ and still spam chock with pipes.

For some reasons instead I like this http://cloud-2.steampowered.com/ugc/920110421071875801/346057FE6E9CFD6E9916F8E7BB249A5B3870A60B/ instead of the old ramp that even made any sense since you werent able to walk up on it but you had to jump to the crate and then to the tubes.


Last edited by Leif,

Clark

SDCK!

1. Last point looks extremely easy to defend. Now when there is hell of a lot of high spots, it wouldn’t take much to just spam an incoming combo and force them early.
2. Love the second point. Finally you added some good hiding spots for scouts <3. Wouldn't change a thing.
3. Hate the new rollout to middle. Too long, too complex, that needs changing.
5. The new middle point. I have mixed feelings about it. One thing I'm certain of – it's fucking big and needs more buildings. And now when it is, I agree with most that it needs an at least one small health pack on each side.


Last edited by Clark,

Dingo

HG
cirlo

I think that the mid in b18 is too much soldier-dependent because the top can only be reached by rocket-jumping. When my team played the cup, we always lost middle when our roamer was killed by the enemy roamer, while we always won it if we managed to get the top of the point. I think it should be more like the mid of snakewater, where scouts can reach the top too.
Talking about the second point, I think it’s too easy to defend from the top, whether you push from last or from mid.

I haven’t tried the new versions yet, but as I’ve seen from the screens I don’t like them very much.

DarkSlayer

thanks for feedback guys, will review it all later tonight :)

dbl mix on b21 now, add me if you wanna join

DarkSlayer

b22: https://dl.dropbox.com/u/22602098/cp_toxic_b22.bsp

thanks to all the feedback above and other peeps :)

playing dbl mix now

wrock

vier

after dblmix on b22 yesterday:

last: really hard to attack, the tank above the point needs a clip, also higher the skybox pls
point has to cap faster

the 2nd floor point on last(i hope you know what i mean) is also a hard position to attackt, because you cant jump on it and as scout you cant really go there….

2nd dont really know, pushese were really weird but repush to mid is really hard…need another option for this
the “house” on second where the medpack is…seems useless, you wont go there unless you need medpack, in all other situation its just an deathtrap

mid, need something under the point, too open
right route for demoman seems fine ,but left one needs an additional medpack to be useful

i think the mid is still hard soldier dependent.
for a scouts it needs longer to get up and you hardly have room

rytis

PrettyGay

Quoted from wrock

right route for demoman seems fine ,but left one needs an additional medpack to be useful

no.
both ways are perfectly fine.

slate

(ETF2L Donator)
AMG

I didn’t get around to playing it yet, but I’ll be sure to check it out, as the last few posts about “Scouts can’t reach high ground on mid” or “it takes a lot longer as scout and gives little options for maneuvering” sound really really promissing.

Leif

Any chance to organize a dmix this afternoon?

alba

duplo

Quoted from wrock

after dblmix on b22 yesterday:

last: really hard to attack, the tank above the point needs a clip, also higher the skybox pls
point has to cap faster

the 2nd floor point on last(i hope you know what i mean) is also a hard position to attackt, because you cant jump on it and as scout you cant really go there….

2nd dont really know, pushese were really weird but repush to mid is really hard…need another option for this
the “house” on second where the medpack is…seems useless, you wont go there unless you need medpack, in all other situation its just an deathtrap

mid, need something under the point, too open
right route for demoman seems fine ,but left one needs an additional medpack to be useful

i think the mid is still hard soldier dependent.
for a scouts it needs longer to get up and you hardly have room

its not close to as solly dependent as it was before

Leif

Probably playing a doublemix now, still some spots available :D

DarkSlayer

b23: https://dl.dropbox.com/u/22602098/cp_toxic_b23.bsp

removed bridge over mid and replaced it with old mid style brushwork
added more cover around mid
added ramp to rocks on mid

chaged left flank to last
move top cap on last up
added resup door below last
and some other stuff :P

add me if you want to play it tonight :)

DarkSlayer

b23: https://dl.dropbox.com/u/22602098/cp_toxic_b23.bsp

removed bridge over mid and replaced it with old mid style brushwork
added more cover around mid
added ramp to rocks on mid

chaged left flank to last
move top cap on last up
added resup door below last
and some other stuff :P

add me if you want to play in the

Leif

Quoted from DarkSlayer

b23: https://dl.dropbox.com/u/22602098/cp_toxic_b23.bsp

removed bridge over mid and replaced it with old mid style brushwork
added more cover around mid
added ramp to rocks on mid

chaged left flank to last
move top cap on last up
added resup door below last
and some other stuff :P

add me if you want to play in the

Left route to last seems better now, because now the attacking team can stay in that possibly camping a bit with stickys on the top edge of the door.
You may want to add a resupply door even in the bottom respawan on last (maybe enlarge the whole spawn both top and bottom?) because it takes relatively a long time to get up and got healed.

I suggest also to move the ammo pack and the health pack on this side of the pipes, because it seems less convenient to me on the right side (dont exactly know where demo and solly go on rollout, but at first sight I doubt going onto the rocks behind the fences is actually a good idea rather than going straight out of the door behind the crates, that is what I would do as a medic, and staying there would cut you off medic heal range, and walking left next to the pipes is a shorter way than passing on the right to take the health pack and then walk out of the house).
http://steamcommunity.com/id/Cunlico/screenshot/918985153601446468

Also mid now seems better than B19-20-21-22, cant do a comparison with B18 right now which was overall good as already said.

There is also still this lightning bug, it would be nice if you fix it sooner or later but doesnt really affect the game, just to make you aware of it :D
http://steamcommunity.com/id/Cunlico/screenshot/918985153601511720

Another suggestion could be to make it possible to jump up there as a scout, I didnt notice it in previous versions:
http://steamcommunity.com/id/Cunlico/screenshot/918985153601514830


Last edited by Leif,

Sketch

MM

Quoted from Leif

[…]
Another suggestion could be to make it possible to jump up there as a scout, I didnt notice it in previous versions:
http://steamcommunity.com/id/Cunlico/screenshot/918985153601514830

yea that was done before, not nice.

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