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I personally love 2Fort, though I do think it could use some improvements
I think the main reason people hate 2Fort is... 32 Player, Instant Spawn, n00b infested servers
I think a 16-24 Player Match, Normal Respawn can be both very fun and competitive
Even with changes, most TF2F memebers will despise 2Fort with a passion
But, could these things help the design
1. Add Stairs allowing you to get out of the dam in the middle, taking away the 300 Mile Hike the long way
2. Add Neutral Intel Case in the Middle of the Bridge (during Sudden Death) that spawn halfway, to avoid Stalemates
Thats all I could think of for now. Anything else? Are these good ideas?
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Make it a control point map, lol. Maybe that's too far, but as it is now, there is very little motivation to get the flag and the whole thing often turns into a deathmatch map, hence why so many noobs play it, too. So I would say find some way to make capturing the flag more necessary and urgent. As for how... Make it capture the flag, but with one offensive team, and one defensive team? I really don't know. Not a map expert.
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I like 2fort classic a lot more. I don't really know why. Either way, it's not the best map for competitive gaming, and there are funner pub maps (dustbowl).
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A feature I always thought would be great with CTF maps.
The further away from base that a flag is taken, the less time before it returns to base.
The reasoning: The act of getting a cap should require, like the game's namesake, some teamwork. But at the same time, a team that is actively attempting to defend the flag from getting picked up should be rewarded for doing so. So if the capping team doesn't communicate and make a push for the intel that was moved, they would have less time to get to it, and a higher chance of it going back. That way too, the defenders wouldn't have to stay and reinforce, leaving their base empty for excessively long times due to, IMO, cheesy tactics like the team going all Scout/Spy (IMO Invisible Spies should NOT be able to pickup intel)
For example, if dropping the intel at base was 30 seconds til intel goes back, if it gets out to the bridge, it should be around 20 seconds, and if it's in the team's base, it should be 10 seconds. That promotes the capping team to "dogpile" on the flag to keep the relay going, but at the same time, gives the defenders a chance at keeping it from getting out without having to evacuate their base.
I agree with you that 16v16 is a broken server, IMO. The game is designed for 8-12 per team, and add broken respawn times onto that, and it's no wonder the gamemode/map could be hated so much, as that it loses a lot of its tactical attrativeness.
Right now, there is no game mode where killing is the goal of the game. Some players never understand that. It IS worth your player dying, if in the end: the flag is capped, the control point is taken/defended, the payload is stopped/pushed to a progress point.
Killing is just a byproduct in the game. Cause there is no deathmatch mode. (officially)
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Quote:
Originally Posted by Aegis Kleais ...
Right now, there is no game mode where killing is the goal of the game.
... Wow, we have forgotten arena already?
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Speaking on the Subject of Aegis's Idea, I would like to see a longer Retern Time. Like, 2 mins at first, so you would actually have a chance to get it again. But rather than touching it, instantely reseting the time, it took a while.
Like, for every sec you reposses the intel, the Reset timer gets restored by 3 secs
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Or a variation on the idea is that everytime the intel is dropped, the return time gets less and less. So at first it's like 60 seconds, then it's 50, then 40, then 30, then 15, etc.
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Class limit - Turtling engis and loads of snipers are phailtacular.
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First, you need to say 6v6, not 8v8 or above.
Second, it goes like this:
1) Push into base 2) Realize now that you have the intel, the other team has respawned and is in fact surrounding you. 3) ???? 4) NOT SO PROFIT
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Is the OP a poem? Personally, I think the best way to fix 2fort is to add a new route between the bases that is off the side of the current ones. This allows for further penetration into the base and gives more cover from sniper fire.
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