
23-04-2010, 12:02

Australia
28 Years Old
787 Posts
.bvz
aka Last
Member
Rating:3.5
Feedback: in short basically what crunch said.
likes: was fairly distracted. i really liked it until i noticed that shooting rockets on mid at people on the ground was really impossible (rails taking all the splash, staircases, little gaps, little juts of platforms wrecking splash)
i liked the layout of mid and second. you have to hold back on second, from really one stance, as you can't really defend it up front. the mid cap looked good, more space needed, and that box is just dead zone territory, unless you were jewing.
it initially looked good until we saw there were things in the map that were attacker geared, especially when defending. the amount of connector options on the defense side is a nightmare for distributing who defends what.
dislikes:
- we had problems with getting out of mid cap basically because all options can still be fired upon from most positions on mid cap, so even if you knew you werent going to win trying to get out became hugely difficult. extending the size is the only fix.
- last cap is fairly hard to get out of, as geomanis said, as there is a fair distance between last and second, and because of spawn differences it is really difficult to get that cap back. second, even though we didnt get to play it, is really well designed, the left hilly section is however to big, when attacking that second cap. it really needs to be smaller, (like funnel towards attacking 4th) as there are already 2 other options of attacking, to cover all that area accurately, defending with 1-2 people becomes a difficult task.
Last cap needs a bit more higher ground on the sides, defending what is essentially a rectangular area (much wider than the square dimensions of last cap badlands gran), without having real sentry options, without being able to stop a majority of connectors (again 4 equal ways of attacking against a team with 6 players on a last cap that is wide), is really difficult, even with uber-on-uber. defensively it should be easy to establish high ground, easy to patrol two connectors at once, and the other stickied, while still being able to hold the last option (which in mainline would be a hidden bottom left connector or higher ground balcony (-_-).
it became a task to stop a team at the connector, because we had to guess which side they were coming from to actually defend, as higher ground was next to a wall, and the pipe had round edges and was relatively useless, so reacting wasn't really an option. unlike a lot of teams, we tried varied classes to no success, the ground favourable for offenses that could get out.
Should we see it in future comps? it may seemed biased to say no, because our team got flogged, but really there are too many flaws when trying to defend this map, that sees no choke/stalemate options. got really zzzzzz.
"sticky off the middle and well hold right";"theyve come from bottom left"
"fuck i can't kill em"
"wtf rockets aren't hitting"
common mumble themes
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Retired