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by Slapnuts, Level 70
Last updated at February 14, 2008, 10:34 pm
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officially live today. The biggest change is the addition of cp_badlands, the first of two promised maps in the near future, the other being goldrush.A few hours ago I fired up Steam to get a feel for the new map. First impressions on a new map, especially on a pub server can be deceiving. My first conclusion was that people are retarded. I think it takes some people way too long to get acquainted with a new map as they spend much of their time wandering aimlessly and can not seem to grasp the layout of the map in a timely manner.
Looks wise the map is pretty sharp. The colors and textures are up the usual Valve standard, and we see some new objects and designs like the spiraled control points two and four. Points one and five, the spawn capture points can be a real hassle to capture without solid team work and a uber rush. Don't expect to run in and cap it solo against even a semi competent engineer.While it may be a control point map, much like granary and well it plays much differently thanks to the maps vertical orientation. There are a multitude of elevation changes that can be used to ones benefit. At points two and four there are probably six to eight various heights of action that come in to play.
Demomen, soldiers, and scouts are going to love this map; heavies not so much. Soldiers and Demo's with the ability to pipe and rocket jump can move throughout the map with ease, and reach the vertical control points with minimal hassle. The scout with his double jump will also have some advantage. The main issues for scouts is to stay out of the buildings except when necessary. There is plenty of open air ground space to maximize the benefits of their speed and shotgun. Snipers should have a great deal of success. There are nooks and crannies, objects to hide behind and all sorts of great angles for snipers.
Competitively there is potential for interesting setups and game play. The map offers solid balance and should end up as a favorite much like granary and dustbowl. Plenty of alternate routers from all the points sides, plus direct routs should really open up the game play. Timed battles on this should be pretty sweet to see play out.

One of my biggest complaints however is the sped up final cap, much like in granary. This should be removed for all maps that have it. It is highly annoying. While the point may be easier to defend than granary, there is still no need for the exponentially faster capture on the last point.
I hope to get on a play a few scrims tonight and check it out in a 6v6 format. Hopefully it wont be too long before we see some in game demos from the likes of The Doctors, 20id, and other top clans to see how it really plays out.

3 comments
weenus Feb 15, 2008 at 2:58 am
+1 votes
I felt like the caps have to many entrances/shooting lanes on them. Any time you're trying to capture or defend them, you're getting nailed from one of about 16 directions. The map has grown on me over the course of the that though. Then again, I play Scout/Demo, so its pretty fun considering, like you stated.
I have trouble sniping on the map though. I have considerable aim, and on any standard map I can usually lay destruction with prediction headshots and what not, but the sniping lanes on badlands are so wacky, I don't know how to really explain it.
I have trouble sniping on the map though. I have considerable aim, and on any standard map I can usually lay destruction with prediction headshots and what not, but the sniping lanes on badlands are so wacky, I don't know how to really explain it.
Slapnuts Feb 15, 2008 at 4:37 am
+1 votes
I think a part of it is height discrepancies, that does affect sniping a bit. Instead of just shooting in one line, and around, you have to alternate your vertical shot too. Its a bit harder, but there are a lot of spots to do it from.
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