Team Fortress 2

Team Fortress 2

Effigy
Mimas Torres  [developer] 30 Oct, 2015 @ 7:44am
How this map addresses stalemates
I understand that stalemates are a concern, you'd expect the cart to get stuck in the middle. But rest assured, this map accounts for stalemate issues in various ways. For one the cart is more or less always at the same distance from both spawns. this means that both teams always have a fair shot at pushing no matter where the cart is. Also, as the timer goes down, the cart is made to go faster so that when an opportunity arises, it becomes easier to tip the balance. Spawn times are also made slightly longer as the timer goes down to create bigger windows of opportunities for pushes. I'm not saying stalemates won't happen (they will, as with any map with 3 engies on each teams) but there are many mechanisms in place to avoid them.
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Showing 1-13 of 13 comments
potoroo84 30 Oct, 2015 @ 3:13pm 
does this mean that the losing team can push the cart to a stalemate to save themselves from losing the round?
Scout god 30 Oct, 2015 @ 4:40pm 
I'd recommend starting cap speed at 2X normal speed and it gains speed the longer the cart is pushed and the other team cant push the cart for 10 seconds when the other team pushes it. That way there's strategy on wether we should prolongate the time that the cart belongs to us or we should do a gigant push and make it cap very quickly
1 word for stalemates. Overtime. Lets just hope that Overtime bug doesnt happen where that one person just says overtime over and over again.
Theomatic 31 Oct, 2015 @ 1:14am 
I think it's easy to settle the stalemate, the winner is the one with most ground. That makes it interesting, because then the losing team can get overtime and push back to the middle of the map for a win.
L3G10N 31 Oct, 2015 @ 3:03am 
ok
Pimp Skeletor 31 Oct, 2015 @ 12:36pm 
I'm thinking about putting in checkpoints.
Not in the sense of that the cart cannot go back, but as in a way to adjust spawns and territorial advantages.
Maybe the longer the push, the more health and ammo dispensed by the cart.
weatherman115 31 Oct, 2015 @ 2:46pm 
Originally posted by Harry Pootis:
I think it's easy to settle the stalemate, the winner is the one with most ground. That makes it interesting, because then the losing team can get overtime and push back to the middle of the map for a win.
They fixed it ages ago.
Theomatic 31 Oct, 2015 @ 4:49pm 
Originally posted by weatherman115:
Originally posted by Harry Pootis:
I think it's easy to settle the stalemate, the winner is the one with most ground. That makes it interesting, because then the losing team can get overtime and push back to the middle of the map for a win.
They fixed it ages ago.

I haven't checked the map so I have no idea.
GlazinDonuts 31 Oct, 2015 @ 10:07pm 
Originally posted by Zoroark is awesome!:
Most of the payload race maps i have been on don't have timers
this isnt a payload race though :) it s a tug of war payload this guy made using only one cart between the 2 teams and they have to try and take it from the other team
pal 1 Nov, 2015 @ 2:22pm 
Originally posted by --Alls--Skies--SS--SKRUB--:
ok
thanks for your wise words.
tytus 2 Nov, 2015 @ 7:56am 
Or, maybe, disable the pushblocking with sneaky spies, and do it so more people from a team = the team with more people on the cart pushes it.
nate 2 Nov, 2015 @ 11:51am 
Originally posted by Pleb the Turtle | The Hoovie:
Just as an idea, is it possible for a cart to gather steam as you push, making it go faster the longer you have control of it?

I like this idea.
Tomeno 2 Nov, 2015 @ 11:39pm 
Originally posted by Einsgermarican:
1 word for stalemates. Overtime. Lets just hope that Overtime bug doesnt happen where that one person just says overtime over and over again.
Fun fact: That's not a bug, but a feature. The server owner can set the server to do that.
The setting is called tf_overtime_nag.
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Showing 1-13 of 13 comments
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