Team Fortress 2

Team Fortress 2

CTF 2Fort Revamp
Possible balance changes
This map is amazing, but you totally killed defence. Bring a little of TFC back into it. The original map had a team activated elevator instead of the straight stairs that enemies could not use. Take that and put it toward the quickchute. Make it a path for defenders to take that the intel can't pass through.
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I think the quickcute is fine (and fun), but I do think that TFC feel should be applied more.

The team-only elevator really wouldn't help - it would narrow down the escape options for Intel carriers to the stairs, and they'd ALWAYS take the vent into the sewers.
Also, TF2 is rather buggy due to its engine's age, and I can see people getting stuck in the elevator once in a blue moon.

Instead, I think the author should bring back the team spawn room down in the Intel area - I know the current 2Fort has a Resupply Cabinet, but in TFC it was actually a spawn room, too - which made encounters in the Intel area more common.
Mostly it would just even out things for the defending players - which, as the OP said, are slightly underpowered in this current version of the revamp.
Mini_Marauder 17 Jul, 2016 @ 9:52am 
Originally posted by Kapanyo:
I think the quickcute is fine (and fun), but I do think that TFC feel should be applied more.

The team-only elevator really wouldn't help - it would narrow down the escape options for Intel carriers to the stairs, and they'd ALWAYS take the vent into the sewers.
Also, TF2 is rather buggy due to its engine's age, and I can see people getting stuck in the elevator once in a blue moon.

Instead, I think the author should bring back the team spawn room down in the Intel area - I know the current 2Fort has a Resupply Cabinet, but in TFC it was actually a spawn room, too - which made encounters in the Intel area more common.
Mostly it would just even out things for the defending players - which, as the OP said, are slightly underpowered in this current version of the revamp.
Well, when I mentioned the elevator I was meaning that style of mechanic. The stairs would not change. I was saying that the quick chute should be team activated. That way it would still be a cool new part of the map, but it would even out the chance for defence. I do like your other points, though.
Terr  [developer] 17 Jul, 2016 @ 11:24am 
Originally posted by Kapanyo:
Instead, make them, like, made out of wood or something, with wooden support beams coming down instead of a solid wall below the walkway. Just an idea!

You mentioned the water-ramps in the front-page, so I figured I'd dig out two older attempts from previous versions (A3 and B2) since you can't see them anymore in the forum threads. (Apparently Steam does NOT want to make it easy to upload old screenshots, huh.)

http://imgur.com/a/vGPFm

IIRC the first was too cramped and the second just didn't look right no matter what I did.

Originally posted by Kapanyo:
I like how you improved the ground floor hallways, but they're still too thin

Yeah, unfortunately 2Fort is already pretty compact, so there's only so much I can "mine" from the walls before it bumps into another part of itself. ("Could you hold your ribcage open a bit? I can't seem...")

Originally posted by Mini_Marauder:
The original map had a team activated elevator

As Kapanyo says, elevators are often glitchy/exploitable in many ways, and I expect that's why the official maps use ramps and stairs a lot more.

Originally posted by Mini_Marauder:
I was saying that the quick chute should be team activated.

If attackers cannot use the quick-chute, then you get the old "I can see everything from one spot" bottleneck by the defender's main spawn. Granted, it's a lot harder to place a single turret to cover it all due to new obstacles, but...
Last edited by Terr; 17 Jul, 2016 @ 11:31am
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