Ahh yes, 2fort. The quintessential Team Fortress map, every TF has it. But in TF2 the gameplay is meh, as far as I'm concerned. So let's discuss how we'd "fix" it.
Here's what I'd do: Get rid of the spiral and straight staircases, move the intel into the courtyard. (Either on the floor or put it on a new ledge at the back) Move the respawn closest to the courtyard back a bit (so the team can't get to their intel [i]too[/i] fast). Then, I'd add a third pathway to the courtyard directly from the top of the staircases leading to the sewers. And for good measure, stairs leading from the water to the front of the bases, as well as a small one leading up the drop-down area in the front entrance.
Tell me what you think, let me know if anything's confusing, and post your own.
No.
Sounds like you're making the smallest map in TF2 even smaller.
Just remove the intel part so we can have DM_2fort
2fort is fine. Its just the mass spamming of spies, snipers and engineers that make it a pain.
I drew mine
[img]http://localhostr.com/files/4d912b/bestmap.png[/img]
Main changes:
-Special fire that forces people to actually be useful
-Happy sun
Burn those snipers.
[QUOTE=OutOfExile2;25189493]I drew mine
[img]http://localhostr.com/files/4d912b/bestmap.png[/img]
Main changes:
-Special fire that forces people to actually be useful
-Happy sun[/QUOTE]
Because the snipers killing that heavy or what ever enemy that is trying to kill you obviously isn't useful
[QUOTE=tehMuffinMan;25189596]Because the snipers killing that heavy or what ever enemy that is trying to kill you obviously isn't useful[/QUOTE]
I'm too busy building in the enemy intel to care about that
2fort is a niche map, leave it alone.
Stop trying to fix what isn't broken.
[QUOTE=ZestyLemons;25189449]Sounds like you're making the smallest map in TF2 even smaller.[/QUOTE]
The idea is to give the attacking team more ways in/out of the enemy base.
-Make stairs/ladders from under bridge to bases
-Add about 30% more length to the bridge
-make new room behind current intel room with a staircase/ramp that leads to above the courtyard on a balcony about three times as high as the platform that comes from spawn
-move intel new room
Make the intel across a chasm, and have a boulder drop when it's stolen.
[QUOTE=A B.A. Survivor;25190461]Make the intel across a chasm, and have a boulder drop when it's stolen.[/QUOTE]
I like this idea. We can call it ctf_indiana
2fort IMO is "The n00b map"
I'm not trolling when I say this either. Its a good map for learning the basics of the game and encourages teamwork more than other maps sometimes...but...its just so tiny.
Maybe I'm a bit biased since I'm sick of the map and I know it inside and out.
[QUOTE=sloppy_joes;25189684]2fort is a niche map, leave it alone.
Stop trying to fix what isn't broken.[/QUOTE]
It's broken in balance (chokepoints everywhere) but it's fun.
Don't try to fix fun
It's only good on 6 v 6 without 3 engies in intel room and 2 snipers on this deck and 1 scout that tries to get a intel but he fails because of 3 engies with 3 sentries in the intel room.
Otherwise it's good.
The intel area needs to be more complex. At the moment, engies can absolutely lock it down, because no one can get in far enough to uber anc clear them out. Intel room should be more like the central point on cp_steel, with a few good sentry spots, but also blind spots for them and places for snipers/demomen etc.
There just needs to be a route to the intel area that doesn't go through the courtyard/spawn area.
[QUOTE=Shibbey;25193055]There just needs to be a route to the intel area that doesn't go through the courtyard/spawn area.[/QUOTE]
No. If there is one, it just becomes a highway for people to shuttle the intel in and out. The reason the in/out routes are the way they are is so people are forced to fight their way past where the enemy spawns. Trust me, I've played on maps where you can get to both intel rooms without ever entering the courtyard/hayloft, and on those maps whenever your intel gets taken it's just "oh well, they scored."
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