tc_national_a2a
13 Comments
 
91/0/9 Round Win % (11 rounds) (Click for more information)

National - A2A

by 14bit

Feedback

Avatar Tiftid left feedback: September 2020
Oh and something needs to happen with the lighthouse - train station matchup but that much was kinda obvious
Avatar Tiftid left feedback: September 2020
If you wanted to hear more concrete suggestions for what should happen to the problematic points, I'd suggest throwing the waterfall point right in front of the caves such that the defending team has high ground over the point, but to contest it needs to expose themselves to the cave entrance, which is beneficial until the moment the attacking team manages to push through the caves. For the lighthouse I'd suggest putting it just below the lighthouse but not quite in the water - that way it's a hill with two routes around it (which makes it easier to reach it but harder to stay on it given how open the top of the hill would be), and the lighthouse gives you high ground over it and the routes leading to it. The caves would also become less sightline-heavy due to the physical barrier of the hill between spawn and the caves, which wouldn't change until the defending team decides to stand on the point.
Avatar Tiftid left feedback: September 2020
Bit late to leave feedback, but after watching the demos, it seems to me that the best point by far is the orchard. I think it's because it's the best A/D point out of all of them - each matchup involving it is straightforward and has multiple routes to it that aren't very campable. On top of that, the point being in the corner of a raised platform is a great advantage, since it allows attackers to get height advantage in a way that isn't invincible, given that the thin doorway and hill are the only way to gain high ground. It works perfectly for TC too, being a point that's easy to get onto but easy to be forced off, facilitating dynamic gameplay. That's why I want to suggest modelling the whole map after it - the points should have more dynamics that make them dangerous to stand on yet hard to defend, which is what tends to make for fun, balanced TF2 points. The most problematic points (waterfall, lighthouse) noticeably are hills, but with the problem of lots of sightlines before you get to them. This makes it too hard to get onto them and too easy to be forced off them, making for campy gameplay. It doesn't help that the matchups which lead to them tend to be routed through the cave, which seems way too difficult for either team to push, even if the points were easier. These factors lead to matchups involving these two points being stalematey and dreadful, because reaching them is impossible. So, get rid of the long sightlines and chokes that stop players from reaching points, and focus more on a point dynamic that makes them more like good KOTH.
Avatar Bolicob made an annotation at 535 606 20 while standing at 582 536 81 September 2020
Im bouncing
Avatar Sleepy Joe Awakens made an annotation at 2272 2291 4 while standing at 2272 2464 4 (Completed - View) September 2020
Avatar JPEG (*.JPG;*.JPEG;*.JPE) made an annotation at -976 353 -263 while standing at -999 246 -142 (Completed - View) September 2020
Avatar Zuzak made an annotation at 826 417 -271 while standing at 868 423 -244 (Completed - View) September 2020
Avatar SOURDOE LOAF made an annotation at -28 -1330 255 while standing at 209 -1149 -113 (Completed - View) September 2020
Avatar RGB left feedback: September 2020
tough to defend that last on blu
Avatar squaggs made an annotation at 2306 2153 -44 while standing at 2311 1913 4 (Completed - View) September 2020
Avatar squaggs made an annotation at -105 698 -110 while standing at -87 781 -59 September 2020
outside the ramp doesnt let stickies stick
Avatar Zuzak made an annotation at 1719 1680 -97 while standing at 1861 1826 194 September 2020
I am stuck in the tree??
Avatar Zuzak made an annotation at 2334 2206 -3 while standing at 2357 2113 4 (Completed - View) September 2020