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Mirrored vs. Rotational Symmetry
1
#1
5 Frags +

Do you have a preference between symmetric maps where the sides are mirrored (Viaduct, Lakeside, etc) and those which have been rotated 180 degrees (Ashville, Badlands, etc)? Do you think there is any real difference in balance between the two?

Do you have a preference between symmetric maps where the sides are mirrored (Viaduct, Lakeside, etc) and those which have been rotated 180 degrees (Ashville, Badlands, etc)? Do you think there is any real difference in balance between the two?
2
#2
6 Frags +

as any projectile class you can peek spam on mirrored maps on one side and not the other

its kinda lame but i dont think it determines w/l

as any projectile class you can peek spam on mirrored maps on one side and not the other

its kinda lame but i dont think it determines w/l
3
#3
2 Frags +

i think what you're referring to as 180 degrees is the most balanced, as your team's color doesn't matter. you play the first half exactly the same as the second

mirrored does have slight changes between the first and second halves but nothing game breaking

ultimately it doesn't matter but i prefer the former

i think what you're referring to as 180 degrees is the most balanced, as your team's color doesn't matter. you play the first half exactly the same as the second

mirrored does have slight changes between the first and second halves but nothing game breaking

ultimately it doesn't matter but i prefer the former
4
#4
2 Frags +

I think it's a good idea to make 6s/5cp maps rotational because both teams/demos get the exact same rollout. With mirrored maps teams get different rollouts which can kind of mess with rollout times for demos/soldiers. It's not as apparent on koth maps because they're intentionally designed with simple rollouts but mirrored highlander maps like the old version of croissant it becomes obvious. You can really get the shorter end of the stick depending on which team you end up on.

I think it's a good idea to make 6s/5cp maps rotational because both teams/demos get the exact same rollout. With mirrored maps teams get different rollouts which can kind of mess with rollout times for demos/soldiers. It's not as apparent on koth maps because they're intentionally designed with simple rollouts but mirrored highlander maps like the old version of croissant it becomes obvious. You can really get the shorter end of the stick depending on which team you end up on.
5
#5
2 Frags +

Sorry, but what would an example of a mirrored map be? Would that just be that the demo jumps off the right wall on blu and left wall on red (they don't flip in the middle)?

Sorry, but what would an example of a mirrored map be? Would that just be that the demo jumps off the right wall on blu and left wall on red (they don't flip in the middle)?
6
#6
1 Frags +
bearodactylSorry, but what would an example of a mirrored map be? Would that just be that the demo jumps off the right wall on blu and left wall on red (they don't flip in the middle)?

Viaduct is a mirrored map. To get to cliff from spawn you have to go right on one side, left on the other.

[quote=bearodactyl]Sorry, but what would an example of a mirrored map be? Would that just be that the demo jumps off the right wall on blu and left wall on red (they don't flip in the middle)?[/quote]

Viaduct is a mirrored map. To get to cliff from spawn you have to go right on one side, left on the other.
7
#7
7 Frags +

i hate turning the wrong way trying to get to the resupply cabinet on viaduct

good enough reason for rotational

i hate turning the wrong way trying to get to the resupply cabinet on viaduct

good enough reason for rotational
8
#8
1 Frags +

Yeah I think with the weapon dynamic in tf2 being such that projectiles sometimes/generally come out of one side of the screen maps with rotational symmetry are probably more equal. However, since both sides play both colors on most maps perhaps the effect of that is more negligible. I know if I played more viaduct I wouldn't ever be able to roll out cliff-side as fast on whichever half requires you to rocket jump from your left hand side out of spawn door. But that's literally just me being shit, doubt it matters much at the higher levels of TF2.

Yeah I think with the weapon dynamic in tf2 being such that projectiles sometimes/generally come out of one side of the screen maps with rotational symmetry are probably more equal. However, since both sides play both colors on most maps perhaps the effect of that is more negligible. I know if I played more viaduct I wouldn't ever be able to roll out cliff-side as fast on whichever half requires you to rocket jump from your left hand side out of spawn door. But that's literally just me being shit, doubt it matters much at the higher levels of TF2.
9
#9
0 Frags +
grapei hate turning the wrong way trying to get to the resupply cabinet on viaduct

good enough reason for rotational

amen
The mid part of the map is great but rolling out is so awkward. Would be pretty bad if it were mirrored though, with cliffs on either side.

[quote=grape]i hate turning the wrong way trying to get to the resupply cabinet on viaduct

good enough reason for rotational[/quote]amen
The mid part of the map is great but rolling out is so awkward. Would be pretty bad if it were mirrored though, with cliffs on either side.
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