CTF Well

Morbo

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May 28, 2008
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After it was updated with the pyro pack, I have been enjoying this map quite a bit. I find it less visually attractive without the middle building, I wish there were still 2 trains, and the water should be connected, but the gameplay has improved a great deal.

It can get old pretty fast if there are less than about 16 players, unless we are goofing off making taunting totem poles or melee fighting on the train tracks. Once more people join, it can be pretty intense, and I'm having some trouble going back to 2Fort.

How do you feel about this map/server?

Try it out here: 72.233.91.126:27015
 
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I'm a fan of cp_well, Ive always has some interesting games on it. Im not a fan of the ctf game type though on any map, it just doesnt interest me that much. I feel like it always ends up as a giant deathmatch rather than people actually going for the intel. This is especially true on 2fort
 
It's still too long and the flag room too large. I can get past it though if, like you said, there's enough people in it.

My big beef with this map is all the exploits to it, even if you aren't trying. I kept landing in the skybox as a demo, or worse behind the other teams building - then there's the punks jumping the fence to the sides.

As much as Valve has worked on this one, I'm surprised it's not punk proof yet.

Oh... and I still miss badlands.... :D
 
Yeah, if you've played Well in the past and haven't liked it, I'd recommend giving the server a try since they changed a lot of things. From what I've noticed (and I've been playing on it frequently since it was added) games tend not to last as long as they did in the past and there's a lot more action in the middle (sort of like 2fort).

It can get old pretty fast if there are less than about 16 players, unless we are goofing off making taunting totem poles or melee fighting on the train tracks. Once more people join, it can be pretty intense, and I'm having some trouble going back to 2Fort.

That's definitely the one drawback I see to the map. The intel is much harder to defend with fewer people than it is on 2Fort. In 2Fort, you only have two ways down to the intel room with fairly narrow choke points leading to each. In Well, there are 3-4 (depending on how you count the upper floor) ways in, plus the room is much bigger. A solo engineer can defend 2Fort's intel no problem, but on Well it can be very difficult since it's possible for someone to be in that room, out of range, shooting at you or the sentry.
 
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Shorter respawn times may alleviate some of that, but I'm not sure if that's a good idea or not.
 
well = best thing ive seen valve ship out. its an all around map. the eject pods, the fact that the base has sniper windows, ppls o cool off after pyros burn you, etc
 
This maps hard to fill in the mornings, but its a lot of fun at night.

Always will be my favorite map besides 2fort instant spawn.
 
I enjoy the map. It seems though the Backburner is stronger on that map(it may just be i was having a good game,lol). But overall its a solid map. Its one of the newer servers, so give it a while for pubs to notice a new eGO server.
 
Yeah, I agree the map is fun when there is an average amount of people playing, but I usually can't play in the morning cause not much people is playing.
 
http://www.gametracker.com/server_in....91.126:27015/

If you look at the # of players over th past 24 hours, it hasn't been full once, and has only broken 20 players twice! It seems that players are not at all interested in playing CTF Well.
(Fixed link: http://www.gametracker.com/server_info/72.233.91.126:27015/)

I suspect part of the reason behind this is that when it first came out it was identical to CP Well and was far too large for CTF. As I said, they recently improved it a great deal, but I don't think many people realize that.

Its one of the newer servers, so give it a while for pubs to notice a new eGO server.

I hope a little time is all it needs, I'd hate to see it go away.
 
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ctf_well is not too bad and the new servers hosting it has no lag whatsoever when I was playing on it.
 
so far i think the flag room is WAYYYYY too big .. at least with fewer people. i played it and no one on my team but myself as engi and a pub playin demo were trying to defend. my team was destroyed. its hard to defend. maybe i just need more practice at it but with only 1 engi defending, intel was pretty much wide open. i think there were anywhere from 12 to 16 players at any point .. morbo was there destroying my sg lol .. think ill stick with 2fort
 
I'm still trying to find the best strategy for defending intel. So far, I think it is a matter of "the best defense is a strong offense". Building sentries at the middle of the map behind the train cars with teleporters has done a good job.

A teleporter in the enemy water is great for sneaking into their base. I like to build on top of the pipe coming out of their base (I call it a corpse hatch, but that's a long story). Me and several of the "regulars" build sentries in the water, which get a large number of kills thanks to all the pyros, and with a dispenser constantly pumping life into you it makes for an amusing and nauseating experience (thanks for the tips, Cr@sH).

Add to that my poor situational awareness resulting in many deaths by train, and our "Late Night Fun" which has gone on two nights in a row, and this is quickly becoming my favorite server.
 
I'm still trying to find the best strategy for defending intel. So far, I think it is a matter of "the best defense is a strong offense". Building sentries at the middle of the map behind the train cars with teleporters has done a good job.

I'd probably agree. If you can keep people out of your base, you never have to worry about the intel being taken. I've been playing times where no one is in the intel room at all, and it doesn't get bothered.

I think one of the big differences between this map and 2Fort is the chokepoint in the middle. In 2Fort, if there are sentries on the bridge, you can jump down in the sewer and vice versa. If you're a scout, you can also use the roof of the bridge to get into the base. With Well, the only way to the other base is across the train tracks, so if your team can keep that defended, you can protect the intel (which is a lot like Turbine, but I've yet to see one team keep another team trapped in their base).
 
This maps hard to fill in the mornings, but its a lot of fun at night.

Always will be my favorite map besides 2fort instant spawn.


Sooo difficult to fill! I babysit the server when I'm making lunch if it's empy/almost empty. We were having 2 vs 1 fights earlier today.
 
Aha! You were making lunch. We were wondering why you were gone, then suddenly appeared in our intel room 20 minutes later.

I think one of the big differences between this map and 2Fort is the chokepoint in the middle. In 2Fort, if there are sentries on the bridge, you can jump down in the sewer and vice versa. If you're a scout, you can also use the roof of the bridge to get into the base. With Well, the only way to the other base is across the train tracks, so if your team can keep that defended, you can protect the intel (which is a lot like Turbine, but I've yet to see one team keep another team trapped in their base).

Yeah, and because of this, I no longer think connecting the water passages is a great idea. Perhaps they could open by the train tracks though, allowing the occasional person to slip through, but fairly easy to camp.

Here is my current position on the best strategy (coming from the perspective of a career engineer):

This map is not 2Fort, and should not be camped like 2Fort. The intel room is so hard to defend that you should focus on preventing people from reaching it in the first place, not killing them once they get there.

There are a few spots inside the base you can place a sentry (still figuring them out myself), but spies will wreak havoc on them. The fun part of this map is outside, which is where most of your team is headed, so you may have to take care of spies yourself, especially if the server is not full.

Control the middle as long as you can. This is difficult without 3 engies + teleporters to bring backup. This map is great for offensive engies, pushing the frontlines back. Teleporters are very important and should see constant use if your team is playing right and you have them placed appropriately.

All this being said, what I enjoy the most is just sticky jumping as a demoman and using the kill command in midair to see how far my ragdoll will fly, or I use "explode" to rain gibs on everyone. Great sticky jumping map, although far too easily exploited as mentioned by PhIxX.

P.S. Everyone should check out "More late night fun on CTF Well"
 
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At least the Pyro's wanting to play flare airblast tennis have a place to hang out.
 

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