Team Fortress 2

Team Fortress 2

PD DeGroot
Gamer_X 6 Mar, 2016 @ 8:28pm
Map balance
Map is nice and all but it has couple of issues. Such as: You can stand on ledge above upper spawn, both spawns have only one exit, spawns are very small(people can kill people at spawn with hunstman), no cover between spawns leading to arrow spam, only 1 enter into castle(again leading to arrow spam), change trigger hurt from gates on nodraw so it would not just kill you when you touch it( it can kill you if you jump on a barrel), also make roofs either unaccesable or more accesable(scouts can jump there and demos can trimp there, but noone else can).

Thats all.
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Showing 1-3 of 3 comments
W 7 Mar, 2016 @ 4:33am 
Yea, true. This needs to be fixed.
Last edited by W; 13 Mar, 2016 @ 9:46am
Spooderman 9 Mar, 2016 @ 12:58pm 
orror de mapa ♥♥♥♥ map yuo
:steamfacepalm::steamsad::steambored:
Meta Breakers 12 Mar, 2016 @ 8:31am 
Things that need to change before Valve will accept this map: Bots are inactive, maybe not your fault but it still needs to be address (Again).
Shorten the end of round timer; currently it follows the default time for pd_watergate, which isn't bad for Watergate, but it's extremely bad for this mode; shortening it by 30 or so seconds would make rounds seem faster and thus more fun.
Extend the time when the castle is open and make it open less often so people can make/counter big play and not feel forced to capture all the time.
If it's plausible, turn the mid staircase into another spawn entrance, so we can have less camping at the spawns and those staris would finally have a purpose.
Also maybe a small healthpack in front on the Merasmus statue would make mid fights more interesting.
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Showing 1-3 of 3 comments
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