Team Fortress 2

Team Fortress 2

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ultiduo_summer
   
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Other: Summer
Game Mode: King of the Hill
File Size
Posted
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8.026 MB
18 Oct, 2023 @ 9:22am
18 Oct, 2023 @ 9:49am
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ultiduo_summer

Description
version f5







I prefer use dx_level above 90. (Pink water for some reason.)
4 Comments
sweglord227 18 Oct, 2023 @ 5:53pm 
i suggest you:
- turn the L-staircase into a normal straight staircase, and pull the wall it once was back in to be completely flush
- removing some point space would make it harder to stand up there the entire game, making players use the entire map instead of 40% of it
- adding a sheet-metal bridge from the roof to the point would make it far less committal, but it would need to be adequately wide to avoid being juggled off while walking up
- adding more ammo across the map would allow players to be more engaged instead of worrying about ammo counts
- lowering the point to reduce the height advantage gained from holding the point. being even with the roof should suffice

if you need me to elaborate, feel free to add me on here or discord under the same username.
sweglord227 18 Oct, 2023 @ 5:53pm 
expanding on katsu's comment:
this map was played in the ultitrio discord. note that this has a roster of scout, soldier, and medic for both teams. all feedback is related exclusively to that, but im sure it could apply to duos as well.

the issue isn't so much it's too easy to hold the doors (spawn), it's that the routes to the point (L-staircase and roof) favor defenders too much.

the L-staircase is a death corner for anyone who stands there, meaning if you push from there you must push fast, which gives defense an advantage (spam on the way up).

the roof is too easily spammed at from point. which makes it hard to pressure at all without committing entirely. leading to a single decisive team fight, where defense still has advantage.

the game is almost entirely won over a single team fight at the start of the game, where the winning team's biggest worry is ammo, and ensuring their medic doesn't take too much spam.
♥ Pink Paso!! ♥ 18 Oct, 2023 @ 5:37pm 
I think making the health on point into a medium and making the ammo medium and putting it by the door under point would be better. Also you should put small packs on both sides on top of the metal sheets. Otherwise, love the design!
Katsu! :3 18 Oct, 2023 @ 5:36pm 
Observations:
- Some missing textures in the OoB
- It's too easy to watch both of the doors; ideally, we could expand the play area a bit to include the currently OoB doors behind the team buildings to make plays a bit more of a mental game rather than reaction time.
- The map overall lacks substantial pickup placements. Adding a small health pack outside each team's base (ideally behind the shed) would benefit teams playing passive in regaining their health and getting back into the fight. Additionally, moving the small health pack to underneath the bridge and making it a medium health kit would nerf defenders from being able to hold the point aggressively.
- 5 Minute Timer, this just makes the map last too long. Even in duos, map would last too long.
- Spawn needs a window for attackers to be able to react to defenders' locations at a given time.
- Pushing out of spawn can often be a struggle because most of the routes onto the point are cornerspaces.