- Joined
- Jul 16, 2008
- Messages
- 1,113
What would make 2FORT better?
I ask this because I love playing the map, but I find that there are too many stalemates for my taste; it's too hard to get the other intel, and it's too easy to protect your own, unless you team is REALLY screwing around. And it's too easy for each class to go off and do their own thing; Engies make a huge deathworks in one area, snipers becomes zombies on the sniperdeck, scouts always take the same routes...
So, I'm wondering... what would make 2FORT zing? Here's my ideas for 2.1FORT:
- Get rid of the awning over the bridge. It takes away almost all the good sniping lines of sight and relegates snipers to countersniping.
- Take away the extra cover on the sniper deck. That gazebo area in the middle? Gone. The Side corridor walls? Gone! Replace that with a small covered area where the snipers emerge, but otherwise the sniperdeck is just a deck.
- Replace all that cover with waist high walls around the sniperdeck. Easy to jump over from your side; make it a bit harder to send stickies and rockets randomly up, but you can still jump up there if you try. If snipers want cover, they have to crouch for it. No more cornersniping!
- More health and ammo strewn about. There needs to be more places where health and ammo can spawn.
- Intel Room can now be accessed through the upper doorway (upper deck with the spiral staircase) or through the sewers. Change the distance between the intel and the other guys. Now you HAVE to defend your sewers and your fort. They're both entryways; currently, if you go through the sewers, you STILL have to go through the front door.
- Open up the Intel room. Instead of a spiral staircase, a catwalk on the side of the intel chamber. I'm thinking a Panopticon design (http://en.wikipedia.org/wiki/File:Presidio-modelo2.JPG) where you either emerge from the sewers or come down the catwalk and then have to breech the tower to grab the intel.
- Ladders from the middle water area. If you want to brave the snipers, you can get back into the action without having to hoof it all the way back to your base.
- Easier access to the sniper deck for the enemy. I'm thinking a ladder, perhaps just inside the front door (maybe in the room between the front door and the courtyard) that allows access to the sniper deck, without having to do all the running around.
The idea is to speed up 2FORT.
Turbine, in some ways, in my opinion, was a better CTF map than 2FORT. The wide open areas in the middle had almost no area that any class couldn't get to. The distance between intel rooms wasn't as bad as 2FORT; classes other than Scout could cap intel before you died of old age. There were plenty of places to build sentries, but even those were wide open, giving you multiple routes of attack. Now, I won't say it's a perfect CTF map (which map do we have a regular and instaspawn for, and which do we no longer have a server for?) But I think it encouraged more varied gameplay and more all-around speed.
Comments, suggestions, ideas?
I ask this because I love playing the map, but I find that there are too many stalemates for my taste; it's too hard to get the other intel, and it's too easy to protect your own, unless you team is REALLY screwing around. And it's too easy for each class to go off and do their own thing; Engies make a huge deathworks in one area, snipers becomes zombies on the sniperdeck, scouts always take the same routes...
So, I'm wondering... what would make 2FORT zing? Here's my ideas for 2.1FORT:
- Get rid of the awning over the bridge. It takes away almost all the good sniping lines of sight and relegates snipers to countersniping.
- Take away the extra cover on the sniper deck. That gazebo area in the middle? Gone. The Side corridor walls? Gone! Replace that with a small covered area where the snipers emerge, but otherwise the sniperdeck is just a deck.
- Replace all that cover with waist high walls around the sniperdeck. Easy to jump over from your side; make it a bit harder to send stickies and rockets randomly up, but you can still jump up there if you try. If snipers want cover, they have to crouch for it. No more cornersniping!
- More health and ammo strewn about. There needs to be more places where health and ammo can spawn.
- Intel Room can now be accessed through the upper doorway (upper deck with the spiral staircase) or through the sewers. Change the distance between the intel and the other guys. Now you HAVE to defend your sewers and your fort. They're both entryways; currently, if you go through the sewers, you STILL have to go through the front door.
- Open up the Intel room. Instead of a spiral staircase, a catwalk on the side of the intel chamber. I'm thinking a Panopticon design (http://en.wikipedia.org/wiki/File:Presidio-modelo2.JPG) where you either emerge from the sewers or come down the catwalk and then have to breech the tower to grab the intel.
- Ladders from the middle water area. If you want to brave the snipers, you can get back into the action without having to hoof it all the way back to your base.
- Easier access to the sniper deck for the enemy. I'm thinking a ladder, perhaps just inside the front door (maybe in the room between the front door and the courtyard) that allows access to the sniper deck, without having to do all the running around.
The idea is to speed up 2FORT.
Turbine, in some ways, in my opinion, was a better CTF map than 2FORT. The wide open areas in the middle had almost no area that any class couldn't get to. The distance between intel rooms wasn't as bad as 2FORT; classes other than Scout could cap intel before you died of old age. There were plenty of places to build sentries, but even those were wide open, giving you multiple routes of attack. Now, I won't say it's a perfect CTF map (which map do we have a regular and instaspawn for, and which do we no longer have a server for?) But I think it encouraged more varied gameplay and more all-around speed.
Comments, suggestions, ideas?














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