CTF Well

I think 2 Engi's could do a decent job of defending the intel room, and 3 Engi's and a pyro ould do a great job of making it an impenetrable fortress. With two more Engis's w/ Sentries on the front line by the tracks and all 5 teleporters from spawn to mid, you've got a very strong team.

I myself as a lone engi in the intel got 4 defends. I build on the ground level agains the wall, opposite the intel. That gives it enough range to hit any on going into the intel 'circle area'. A scout could pistol snipe but my careful hiding and repairing out lasted his pistol ammo. He ould run into the intel quickly and take a bit of damage, but I would run up and pump a shot into him.

That's my strat for single man base defense.
 
IMO, the intel room is too large to defend. When Valve cut the map down, they should've cut down the intel room also. Right now you got 4 ways into the already huge intel room that you'd need several people on a large game to defend it. Outside of that, in the center, it's pretty much 1 way and if defended well (no pun intended), can stop all traffic through it (similar to CTF_Turbine, but that's still easier to take down).

Other than that though, I still like the map and it's a shame that CTF_Well, CP_Badlands, and TC_Hydro are so underplayed.
 
I myself as a lone engi in the intel got 4 defends. I build on the ground level agains the wall, opposite the intel. That gives it enough range to hit any on going into the intel 'circle area'. A scout could pistol snipe but my careful hiding and repairing out lasted his pistol ammo. He ould run into the intel quickly and take a bit of damage, but I would run up and pump a shot into him.

That's my strat for single man base defense.

well i joined the game late and ended up putting my sentry in the same spot and i fended the intel room for at least 5 kills but the enemy had 2 sentrys in our base .. most players were having a rough time getting out of our base before dying and the other team was teleporting from their base to our base so we didnt get any rest from the onslaught. all and all my team had a horrible start and couldnt recover. thats the reason im skeptical of this map. its hard to make a recovery here. in 2fort either team can turn the game around at any point they just have to work together. in turbine and this map whoever sets up first and fastest tends to win. im playing tf2 not for a race but to have fun. besides i dont like playing engi lol i like sniping medic pyro and scout
 
I love well. Both maps, cp and ctf. I don't understand why ppl don't like it. Anyway I'm super stoked that we have a well server on eGO now so I'll be doing my part to keep it full. Super fun map to play spy on
 
flyin' 'round

You gotta admit, sticky jumping is fun on ctf_well.
I want more maps like ctf_well. Lotsa jumping = fun for me. I love it.

-Calle
 
I played the other day, for bout an hour wasnt that fond of it. Then again im not too fond of ctf style gameplay, seems to take too long. Turbine is the exception though.
 
Dun nun

Too bad it got replaced, I started to like it. (cp_well is still waaay better)
Well, I'm happy with whatever maps we have on the servers. :)

-Calle
 
I personally prefer cp_well over ctf.

I absolutely love tc_hydro though. Man that is a great man, almost as good as goldrush. :D

I think we should look into getting a tc_hydro map.
 
I personally prefer cp_well over ctf.

I absolutely love tc_hydro though. Man that is a great man, almost as good as goldrush. :D

I think we should look into getting a tc_hydro map.

I really enjoy hydro too. Not sure why the maps I enjoy tend to be the ones that are the least popular, but that seems to be the way it works out.

/mourn ctf_well
 
I haven't spent enough time on Hydro to get a decent idea of the layout, or decide if I like it. I've heard a few people say they absolutely love it though.
 
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I like Hydro for the same reason I liked CTF Well. They're maps where you aren't forced into playing either defense or offense (like on Dustbowl or Goldrush). Several of the Hydro maps have 2 control points, but one is red and one is blue. So, you have to protect your own control point while going after theirs. The maps are also a little more open (or, at least, have more paths to go through) so you aren't as often stuck at a point where you're trying to break through their sentries.

My only complaint with Hydro would be the last map. They really need to give it some set up time. Having the team who has lost up until that point rush out of the gate and have to try to defend while building is just too much. In all the time I've played on that map, I think I've only seen it successfully defended once.
 
My only complaint with Hydro would be the last map. They really need to give it some set up time. Having the team who has lost up until that point rush out of the gate and have to try to defend while building is just too much. In all the time I've played on that map, I think I've only seen it successfully defended once.

i have seen it defended plenty. is set up time dependent on server? cause i was scout and the other team had two full sentries by the time i got to their point on the last cap.. and yes i rushed it.
 
Ctf_well is probably my favourite map. Ever since I found the eGO ctf_well server, I've been glued to it. Overall I like the new ctf_well, mainly because the old one was one too big for a ctf map, imho. My only gripe with the new map is that there is no alternate/water route to get around the tracks, kinda makes a bottleneck.
 
i have seen it defended plenty. is set up time dependent on server? cause i was scout and the other team had two full sentries by the time i got to their point on the last cap.. and yes i rushed it.


It might be. I'll have to admit it's been a while since I've played defense on that last map, but I did play offense last night and there was no set up time. We were able to capture the point within minutes.

Ctf_well is probably my favourite map. Ever since I found the eGO ctf_well server, I've been glued to it. Overall I like the new ctf_well, mainly because the old one was one too big for a ctf map, imho. My only gripe with the new map is that there is no alternate/water route to get around the tracks, kinda makes a bottleneck.

But the area outside is so big that it doesn't create much of a bottleneck. You can have an engineer build at one side and still get past on the other. I've even seen it where there's been on sg at each side and people still manage to slip through.

Really, I think the biggest problem with the map was the respawn time. 15-20 seconds was putting off a lot of people, and seems to be longer than any other eGO server I've been on. Had that been changed, maybe more people would've been willing to stick around. As it is, CTF Well is such an uncommon map, that I think it would've been great for eGO to have the only 24/7 version, especially considering I still don't think most people are aware of the map changes, and as more people see them, the more popular the map will become. (But perhaps that's just the side of me that's frustrated that I can no longer find this map to play on anymore speaking. :D )
 
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Really, I think the biggest problem with the map was the respawn time. 15-20 seconds was putting off a lot of people, and seems to be longer than any other eGO server I've been on. Had that been changed, maybe more people would've been willing to stick around.
I believe respawn time is determined by which team is doing better, I assume in terms of points. The better team gets a 10-second respawn. This is true on all maps, and seems to be designed to prevent stalemates.
As it is, CTF Well is such an uncommon map, that I think it would've been great for eGO to have the only 24/7 version, especially considering I still don't think most people are aware of the map changes, and as more people see them, the more popular the map will become. (But perhaps that's just the side of me that's frustrated that I can no longer find this map to play on anymore speaking. :D )
I think I agree with you.
 
I believe respawn time is determined by which team is doing better, I assume in terms of points. The better team gets a 10-second respawn. This is true on all maps, and seems to be designed to prevent stalemates.

I think I agree with you.

I don't know for sure if how you're playing reflects respawn time, but I'm almost positive on A&D maps, offense is short (5-10 seconds) and defense is longer (20 seconds) to prevent the defense from becoming impossible to defeat from spawning too fast and setting up again. On non-A&D (CTF), the respawn times are equal at about 20 seconds (5+/-).

Personally, I'd like to see an uncommon map hosted. CP_Badlands, TC_Hydro, CTF_Well, CP_Fastlane (I haven't seen too many, maybe it's me though). Those are all fun imo.
 
ctf_well had become my favorite map. I am very sad to see it go, but it was great while it lasted. ctf_well was my favorite map back in the days of q3f, and this version seemed to play well. I am crossing my fingers for it to be brought back.
 

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