2FORT - Opinions?

One note on taking away the awning over the bridge.

I do realize that TF2 characters are slower than their TFC and FF counterparts, and Valve's hack was to put an awning over the bridge, artificially reducing the angles of attack from snipers.

Why do I say it's a hack? because there's always one thing that bothered me about the bridge on 2.0FORT... RED BUILT IT.

In a game so awesome because RED and BLU have completely different design philosophies (RED makes barns and BLU makes factories), it always struck me as odd that the 2.0FORT bridge has a wooden floor AND awning. Why did BLU let RED build the bridge? Why did they let them build the awning? My belief is that Valve went "Oops! Too many headshots!" and instead of making it harder to play sniper they made it easier for everyone else to cross the bridge.

True, the awning is styled RED but that logic could be put to use anywhere, Why did red and blu build two bases right next to each other?
Why are both bases symmetrical?
Why did red let BLU build a base, a cart track, and a bomb when they probably knew what was going to happen?
Why did Valve use a very HL2ish texture in the RED base in Well? (The bricks seem too realisitic)
Why did RED and BLU build bridges connecting the two trucks in convoy?

If you are going to start talking about style, I'm afraid I'm going to have to bring Mesa into it :D a building set completely inside, where there is no wood, or any of the materials red uses.

If you are going to question Valve on one thing, you may as well question them on all the things I have said, and the other not so subtle things.

Sorry if this seems like I am argueing, but I really do love 2fort.

~M
 
ROFL!? 30 hours. I've played over 700 hours on 2fort alone.

Say what you will about me for that, but 2fort is THE classic TF map.

700hrs? Does it not get a bit repetetive? Even with my measley 30 hrs I am now reduced to sticky jumping to kill opposing snipers with a bottle & jumping around trying to get as many bat kills as possible.

I just like a better veriety of maps ;)
 
The only thing i can think of is getting rid of that hole in the grate right above the entrance to the enemy base. That way you can attempt to go to their intel or at least tackle any sentries waiting without worring about gettng spammed from above.
 
I agree, the map needs to open up more. Its safe to say that I have most likely spent more time on 2_fort than most people. Over 30 some odd days played on 2_Fort on eGO servers.

Some ideas:
1. Esquire is right, the grate is stupid. Remove the wall between the grate area and the hayroom and make a big open stairway up to the room. The stairway could go in the area opposite the hayroom.

2. Make a set of stairs leading up to the battlements.

3. Keep the canopy on the bridge but make it thinner. This will require more scout skill and open up more sights for snipers. You could even remove the whole thing since it wouldn't be necessary for scouts to use to get to the battlement if it has a stairs. Even better, make two bridges but smaller with no canopies.

4. Open up the sewers more. Provide more options and routes. Maybe something similar to the setup of the vents in Blackmesa.

5. Make an entrance to the intel basement from the first floor and make the basement more of an open area.

Thas my two cents. Now if only this wasn't a wish list...
 
Ack I know what you mean about radar.

I'm speaking more to the tactical worth of the radar.

If you are a soldier/heavy/demo/engi and you are outside the base when intel has been picked up:

1. You are too far away from base to use the intel radar.
2. There are only two possible exits from the enemy base. These match/overlap the two possible entrances to the base. If you are outside the base, then all possible exits are probably equally far away from your position.

If either of these is the case, then knowing which path the enemy is on is without value.
 
I agree, the map needs to open up more. Its safe to say that I have most likely spent more time on 2_fort than most people. Over 30 some odd days played on 2_Fort on eGO servers.

Some ideas:
1. Esquire is right, the grate is stupid. Remove the wall between the grate area and the hayroom and make a big open stairway up to the room. The stairway could go in the area opposite the hayroom.

2. Make a set of stairs leading up to the battlements.

3. Keep the canopy on the bridge but make it thinner. This will require more scout skill and open up more sights for snipers. You could even remove the whole thing since it wouldn't be necessary for scouts to use to get to the battlement if it has a stairs. Even better, make two bridges but smaller with no canopies.

4. Open up the sewers more. Provide more options and routes. Maybe something similar to the setup of the vents in Blackmesa.


5. Make an entrance to the intel basement from the first floor and make the basement more of an open area.

Thas my two cents. Now if only this wasn't a wish list...


MESA?! No offence to Dragonhill but Mesa isn't "my favourite" map. I can play it but I find the vents too damn confusing, and the middle bit too damn open. All I will really say is, if you dont like 2fort - Play some other map. Simples!

~M
 
I think I will agree with Midget here. If you don't like 2fort and want to make it like another map, go play that map!
 
I think I will agree with Midget here. If you don't like 2fort and want to make it like another map, go play that map!

Let me clarify. In no way do I want to make 2_fort like Blackmesa. I only referenced the vents in Blackmesa since while they are fairly simply they are not nearly as one-dimensional as the sewers now are in 2_fort. The vents were only an example of an alternative way to lay out an area of the map that provides more flavor to a map not necessarily designed for TF2.
 
Let me clarify. In no way do I want to make 2_fort like Blackmesa. I only referenced the vents in Blackmesa since while they are fairly simply they are not nearly as one-dimensional as the sewers now are in 2_fort. The vents were only an example of an alternative way to lay out an area of the map that provides more flavor to a map not necessarily designed for TF2.

The first time I ever played Mesa, I got lost in the vents god knows how many times. Thats why Valve probably kept it simple and one route. So people didnt get lost. I still do get lost on mesa every so often.
 
The first time I ever played Mesa, I got lost in the vents god knows how many times. Thats why Valve probably kept it simple and one route. So people didnt get lost. I still do get lost on mesa every so often.

I know what you mean, my first time on Mesa was ugly and it took me a month to even try it again. After playing it more the vents truly are uncomplicated in their layout you just have to work on remembering which vent your in. I think Sewers with more than one entrance or more than one exit, or both would provide more interesting gameplay.
 

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