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koth_reservoir (Highlander)

Created 9th October 2014 @ 17:35

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Tuffy

pd!

When we was camping under, the ennemy team came to us with uber, worked sometimes. Spy did some picks aswell, and standing close to the ramp make yourself an easy target for someone on top. So yeah, it was balanced.


Last edited by Tuffy,

Bob Bami

But most teams don’t go up to the enemy when they are in a perfectly safe position. if you’re standing close to the ramp you can spam the enemy team aswell. and they first have to get in bottom, the team who owns the point can also stand not close to the ramps and be in a position to still block the point.

Relying on spy picks is a little stupid since it’s a waste of time on KoTH, if you would have some more open area’s/entrances it would be easier to get in and get a pick or do good damage.
Right now it’s just shutters where you can barely peak and do damage.
Win mid = Win round

Once again, this is just my opinion and i haven’t played the map in an actual way yet.
But just looking at the map makes me come up with these things.


Last edited by Bob Bami,

Tuffy

pd!

This is the STV of the mix, you can watch it if you’re interested. You’ll see that the game was veeeery close.
http://serveme.tf/uploads/76561198062751294-163461-35-20141008.zip
Keep in mind that this was the first mix on this map, and on the B2 version. I think you need to dl the map to see the STV, so here it is.
https://www.mediafire.com/?x9djgzedtnbe35d

Bob Bami

Any Higher div teams who played a SCRIM on this map?

MARS^

(ETF2L Donator)
ANIMA
op_sqd

Quoted from Bob Bami

Any Higher div teams who played a SCRIM on this map?

I doubt any team played it yet, most people (including me) probably thought it wouldn’t be in the season anyways. Expect to see some scrims when week 6 comes closer.

Bob Bami

too bad, then it’s harder to make the map better… Since the lack of time

Useless

TC.Noobas

Just a shame that the map is in such an early stage. The concept of being able to capture from two different points in a koth map is interesting but it does need some redeming critisism for improvement.

I would give some myself, but I highly doubt one lobby as a heavy on the map would bring anything usefull to begin with.

Tuffy

pd!

Gonna release b5 in less than an hour.

Tuffy

pd!

Releasing B5!
Screens:
http://hpics.li/80b7202
http://hpics.li/060d63c
http://hpics.li/67a8304
http://hpics.li/45cd717

Changelog and link to download on the first post. Map already available on serveme.

Quoted from Tuffy

Releasing B5!

Looks great! And the changes didn’t affect the fps. =]

Tuffy

pd!

Doublemix on it tonight 21cest, I need more feedback. https://docs.google.com/spreadsheet/ccc?key=0Ahjhko7fIw92dGFYRUVVYy1yNGNReXV6TW9FNnlxa1E#gid=2

B4n4n4m4n

Ol'dog

After playing on this map for a game, I can finally give a detailed opinion of my own, without looking at other peoples comments and basing my ideas on that. The map is a good concept but done very badly. The mechanic of the map forces your combo to almost avoid each other and gives the feel that it’s actually easier to avoid the enemy than to actually take the fight. Saying this however when the inevitable fight begins the areas where the fights are funnelled in to are very poorly done and often very chokey, for example the ramp from upper point to lower point. My main criticism of the map is this, that the teams are funnelled against each other too much and despite being a new concept it requires a sense from the old maps. It needs clearer cut sides of the point and quite frankly lower needs a tone of work. Some suggestions I can hedge is making lower almost a point of it’s own, maybe separate it out with some walls or add a little bit of cover on either side something along those lines. Upper too, needs some work, essentially the same issue with lower, it’s completely flat with the only bit high ground being next to useless, I’d recommend adding a hill or extending the high ground across to actually bring it in to the dynamics of combat. I think you need to study successful maps such as Arctic, Viaduct and Lakeside and see what differs, because you’ve attempted to come up with your own design (Which is nice and fresh by the way, I can’t say I didn’t have fun) And it’s ruining the dynamic of the game, if you took a more layered approach to map design, (rather than just having a straight line to the point from spawn) and to the points it could be a very fun concept, with excellent game play. Now enough with the negative because I’ve made it seem like the worst thing in the world, which it most certainly isn’t! The whole concept is perfect forcing teams to think about doors and spam locations, with the added bonus game of “Who’s blocking me now?”. All in all, it could be very fun, but I feel you’ve focused too much on trying to be different, you’ve forgotten the key mechanics of KoTH and what makes the great maps, great.

asadawarf

#ΣDM
(°)>

how to win on this map:

*** CENSORED ***

*** FOR USE BY STACKED ONLY ***

*** COURTESY OF B33P ***

you dont actually have to do any of this, everything stated as fact here is just my opinion; sorry about bad english i thought i ought to give some feedback but i didnt want to spend ages on it


Last edited by asadawarf,

Fuxx

are we actually going to play this piece of shit map

omg

Asaaj

#putkkaltuuintheshit

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