I've been playing this game on and off ever since it came out and 2fort has always been my favorite map. I switch to other maps often for variety but 2fort is always my fallback. I've been noticing lately that people on this forum and tf2 "vets" in general seem to totally revile the map, and write you off if play it. Is there a reason for this? Are people just joking? If not, what are the real best maps in the game, and what do the pros play?
Probably cause half the 24/7 2Fort servers have people sitting on the Sniper balcony the whole time.
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Not to mention all they do is snipe other Snipers on the opposite team.
I like the map
Most likely it's due to the factor of that a 12+ team in TF2 will result in a stalemate if both teams are near each other in skill level.
2fort doesn't seem like a serious map.
I go there when I feel like dicking around.
Snipers + Insta Respawn = fuck.
At least it's better than Turbine.
Unoptimized, poorly designed piece of shit
[QUOTE=stepat201;32064151]I've been playing this game on and off ever since it came out and 2fort has always been my favorite map. I switch to other maps often for variety but 2fort is always my fallback. I've been noticing lately that people on this forum and tf2 "vets" in general seem to totally revile the map, and write you off if play it. Is there a reason for this? Are people just joking? If not, what are the real best maps in the game, and what do the pros play?[/QUOTE]
I personally don't think there's anything wrong with the map, but the players. It works if the team communicate and have both defensive and offensive plans. If both teams focus on offense [B]only[/B] it turns into one big mess of spawncamping and rage.
Sniper wars on the battlements.
Engineers camping in the huddled intel room.
Demomen squatting on the grate.
There's three reasons why.
Mainly the players' fault, but the map is designed in such a way that it helps those actions.
I like it for mindless fun, same goes for turbine.
It feels like something that is not supposed for 24 players. Maybe 18 or less.
Dat damned 32-man 2fort insta-respawn server. RAEG
its slow
Interestingly enough, I used to be a regular on a 16-man 2fort server with a class limit of 1 on everything.
It was amazingly fun for 2fort.
And yeah, two sentries in the intel room are impossible to dislodge with anything short of an uber if the engineers are doing proper spy checking.
People hate 2fort?
I think when the map was made it was designed for the current TF2 weapons (vanilla), but with all the new weapons and updates it kinda affects the map
Like how you can reach the enemy balcony with charge n targe without losing health or covering half of the map with a wrangler sentry
People hate it because a certain combination off classes ruin the game.
I personally hate it.
Engies just camp the intel room, spawn room, and sewer while Snipers purely snipe each other, plus the fact that it's such a cramped map makes it nearly impossible for Spies to do their job.
It's also fucking Pyro paradise.
Plus the fact that servers feel this dumbass need for insta-respawn makes it feel more like deathmatch, and the fact that niether team ever seems gets the intel adds to that.
It's because it's the first map F2P players go to.
It's sniper hell, and if you get over the bridge, everybody magically knows you're there.
It's hell or heaven for a spy, if you try one thing or another.
It's perfectly balanced though, and the level design is amazing.
I've heard it was not designed around TF2, so it could cause general unbalance.
[QUOTE=CakeMaster7;32064347]I personally hate it.
Engies just camp the intel room, spawn room, and sewer while Snipers purely snipe each other, plus the fact that it's such a cramped map makes it nearly impossible for Spies to do their job.
It's also fucking Pyro paradise.
Plus the fact that servers feel this dumbass need for insta-respawn makes it feel more like deathmatch, and the fact that niether team ever seems gets the intel adds to that.[/QUOTE]
2fort pretty much is deathmatch anymore, most servers are instant respawn and unlimited cap limit.
[editline]1st September 2011[/editline]
[QUOTE=NitronikALT;32064390]I've heard it was not designed around TF2, so it could cause general unbalance.[/QUOTE]
2fort is definitely designed around TF2, there's so many changes from prior versions it's not even funny.
[QUOTE=minilandstan;32064389]It's because it's the first map F2P players go to.
It's sniper hell, and if you get over the bridge, everybody magically knows you're there.
It's hell or heaven for a spy, if you try one thing or another.
It's perfectly balanced though, and the level design is amazing.[/QUOTE]
It's balanced in the sense that neither side has an advantage but it's not the best map.
It's so crowded that it's easy for two to three Engineers to completely hold the entire top floor of either base.
[IMG]http://fc08.deviantart.net/fs71/f/2011/240/b/8/every_fucking_time_by_scarabix-d4836cr.jpg[/IMG]
I fucking love this map. What I don't like though is my team dicking around, doing anything but get/defend the intel.
[QUOTE=Scarabix;32064536]
I fucking love this map. What I don't like though is my team dicking around, doing anything but get/defend the intel.[/QUOTE]
too bad the intel is piss easy to get
there are countless escape routes
[QUOTE=CakeMaster7;32064489]It's balanced in the sense that neither side has an advantage but it's not the best map.
It's so crowded that it's easy for two to three Engineers to completely hold the entire top floor of either base.[/QUOTE]
Actually teams do have a few extremely small advantages due to some slip ups in the map creator's work.
The displacements on one side of the map are generally a bit lower, but low enough to where walking off the battlements (which is usually harmless) will damage you a bit.
And one side of the map (I think blu) is able to completely stop enemies from exiting the spiral with a dispenser, while you can just crouch-jump over one at the other team's fort.
Stalemate like fuck, that's why.
[QUOTE=mastermaul;32064589]Actually teams do have a few extremely small advantages due to some slip ups in the map creator's work.
The displacements on one side of the map are generally a bit lower, but low enough to where ever walking of the battlements (which is usually harmless) will damage you a bit.
And one side of the map (I think blu) is able to completely stop enemies from exiting the spiral with a dispenser, while you can just crouch-jump over one at the other team's fort.[/QUOTE]
I never noticed those, that's interesting.
But other than that it generally has complete balance to both teams.
[QUOTE=Corporal Yippie;32064578]too bad the intel is piss easy to get
there are countless escape routes[/QUOTE]Except every escape route goes right past the enemy spawnroom.
[QUOTE=Psychopath12;32064638]Except every escape route goes right past the enemy spawnroom.[/QUOTE]
Which always has like three sentries.
[QUOTE=Psychopath12;32064638]Except every escape route goes right past the enemy spawnroom.[/QUOTE]
go up the long staircase and through the immediate right door
pass by every time
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