That and it's the ultimate "come and chill" map. Like stated in that article, nothing happens unless one side makes a concentrated effort to actually push and play the objective, and the rest of the time it's just laissez-faire antics and goalless deathmatching. Like just kicking a soccer ball around on a pitch but not actually playing a "game" of soccer, and people only kicking the ball into the goal because they feel like it or "hey, watch this".
It almost serves as the game's de-facto lobby. It's where many people end up first when they start a session or are winding down after playing other modes, it's new player central, and you're always welcome to come and just screw around.
I can. Mid is simultaneously way too powerful for snipers while also limiting snipers to be able to stand in only one spot, so half the team ends up doing something extremely boring (standing still in one spot sniping) and extremely frustrating to play against (have fun leaving spawn then immediately getting sniped because 6 people have their crosshairs on the spawn exit) because it's a powerful strategy. The rest of the map is extremely cramped, effectively removing the huge variety of movement options in the game, reducing the depth of gameplay a shitton. A single engineer can lock down every path to the intel with a single gun. New engis are encouraged to turtle in the intel room, which is the most mind-numbing experience imaginable, teaching new engis to use strategies that are terrible on any well-designed gamemode (read: any gamemode that's not capture the flag).
The reason 2fort is played commonly is because lots of new players want a version of the game where there's no incentive to take risks and play the objective, so they can stand as far away from the enemy as possible and never have to challenge themselves. I can understand why gamemodes where you have to play the objective can be intimidating but those players are never going to get out of their comfort zone and actually improve at the game. I honestly think that 2fort is responsible for a substantial chunk of the players you see in the game that just have absolutely no clue what they're doing, because they learned how to play the game on a map that encourages terrible play, and if it had never been released the game and its playerbase would have been better off. It's not just a bad map, it's a map so bad that it makes the rest of the game worse.
2Fort is the literal worst starting point for new players because it reenforces bad habits early on. Gameplay for 2fort doesn't have the healthy back and forth something like KOTH or 5CP would have. There's no reason to develop strategies and teamwork because they can usually just be overthrown with ease because of a single player. 2Fort (and CTF in general) is basically a glorified deathmatch mode with no score system, which, considering TF2 is an objective based shooter, is a trainwreck of game design.
But as other have said I will admit it's the single best map aesthetically when it comes to showcasing the artstyle TF2 is going for.
Agreed. Visually, the maps look pretty good, and the character designs are great, too.
Unfortunately, this is a video game, not a movie, and visual clarity for gameplay is the most neglected aspect of it all.
The maps look cluttered, a number of them have physics objects every few corners that get blown all over the place, lights like the sun have an obnoxious blinding effect, and the only thing they did for team recognition is thin, team-colored lines and floating names, while the line thickness actually depends on resolution, so someone playing in 4k has a harder time seeing those than someone who plays in 1080p.
And as you said, the invasive and often downright confusing particle effects aren't helping, either. Nor does the atrociously unreadable HUD. It's not just way too small, it also lacks contrast. There's many spots on various maps where your health bar and numbers just blend in with the background, making it nearly impossible to read. And I get that they want me to know that I'm currently being healed, but is it really necessary to plaster my screen with floating health icons that appear and disappear quickly, in a game where being able to spot an enemy in the distance in the corner of the screen may be crucial?
Also, to be honest, TF2 does look visually dated to me now (though it blew me away when I saw it back in 2010), but its art style completely makes up for it as far as I'm concerned. It's far more unique and interesting than OW which looks much more like a generic CGI film.
Lastly, I'm all for pretty character designs, but the writing in OW just flat-out sucks. As a result, their characters weren't doing much for me other than looking good, and I grew tired of them quickly.
The best thing in TF2 writing is that it is a simple multiplayer FPS with no story to be had until you read the comics. The lore is giant, the sfm movies are well written and real fun and you still simply play a basic shooter with no regards to a story.
i've seen a lot of tf2 sfm movies and all they did was fuck what lore are you talking about
If that's true then it was indeed ultra niche, which makes me sad, but it also means that people pissed off at the polycount update back then were just gatekeepers and a loud minority, which makes the whole deal even more hilariously sad and pathetic
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