I don't think it's possible to make a good last point in tf2
Mid - Snakewater - Not too big, not too small and rewards good tacticians who make smart positioning choices.
Mid/Second Transition - Gullywash - Provides just enough of a buffer to keep teams from making greedy full-up pushes, but not enough to require more than one pick to make a move on.
Second - Badlands - Spire.
Second/Last Transition - Viaduct - Taking the House and Cliff section just bordering the point as battlements gives decent overlook of Second without compromising travel lanes.
Last - Granary - Yes it has a lot of real estate to cover, but what it allows is for multiple last-holds to be played, where other maps require one specific hold or you're asking for trouble.
Spawn Room - Gullywash - Simple, unobtrusive, most importantly it's the most balanced spawn room for competitive rollouts.
Mid/Second Transition - Gullywash - Provides just enough of a buffer to keep teams from making greedy full-up pushes, but not enough to require more than one pick to make a move on.
Second - Badlands - Spire.
Second/Last Transition - Viaduct - Taking the House and Cliff section just bordering the point as battlements gives decent overlook of Second without compromising travel lanes.
Last - Granary - Yes it has a lot of real estate to cover, but what it allows is for multiple last-holds to be played, where other maps require one specific hold or you're asking for trouble.
Spawn Room - Gullywash - Simple, unobtrusive, most importantly it's the most balanced spawn room for competitive rollouts.
wareyaTurinPeople used to hate gully last where'd all the love come from?was that before or after river dried up
After. This is the first time I've heard of people liking Gully last. IMO Gully as a whole is a weaker map in the rotation. 2nd is pretty good though, and mid gets points for the nipple. Metalworks is probably the weakest but it's still not bad.
Mid: Badlands/Process
2nd: Process/Badlands/Sunshine
Last: Badlands/Sunshine
was that before or after river dried up[/quote]
After. This is the first time I've heard of people liking Gully last. IMO Gully as a whole is a weaker map in the rotation. 2nd is pretty good though, and mid gets points for the nipple. Metalworks is probably the weakest but it's still not bad.
Mid: Badlands/Process
2nd: Process/Badlands/Sunshine
Last: Badlands/Sunshine
Mid: Process
2nd: Badlands/sunshine
Last: Gullywash
2nd: Badlands/sunshine
Last: Gullywash
Mid: Process/Snakewater
Seconds: Badlands
Last: Process/Granary
Seconds: Badlands
Last: Process/Granary
hookyAfter. This is the first time I've heard of people liking Gully last. IMO Gully as a whole is a weaker map in the rotation. 2nd is pretty good though, and mid gets points for the nipple. Metalworks is probably the weakest but it's still not bad.
idk man I think gully last is fine and its real problem is the wanky mid thats difficult to play properly because it's a second too close to last point spawn
the lack of connectors between the 2nd to mid routes doesn't help either 8)
After. This is the first time I've heard of people liking Gully last. IMO Gully as a whole is a weaker map in the rotation. 2nd is pretty good though, and mid gets points for the nipple. Metalworks is probably the weakest but it's still not bad.[/quote]
idk man I think gully last is fine and its real problem is the wanky mid thats difficult to play properly because it's a second too close to last point spawn
the lack of connectors between the 2nd to mid routes doesn't help either 8)
Mid: gullywash
Second: snakewater
Last: snakewater
Second: snakewater
Last: snakewater
Mid: Process
Second: Process
Last: Process
Least favorite
Mid: Granary / blands
Second: Granary / Blands
Last: Granary / blands
Second: Process
Last: Process
Least favorite
Mid: Granary / blands
Second: Granary / Blands
Last: Granary / blands
Mid- Can I say viaduct?
Second- Badlands
Last - Granary
Second- Badlands
Last - Granary
Mid - Process/Snakewater
Second - Process/Snakewater/Metalworks
Last - Process/Gullywash
Second - Process/Snakewater/Metalworks
Last - Process/Gullywash
mid - snake
second - process
last - gully to hold badlands to push
second - process
last - gully to hold badlands to push
mid - badlands
this mid is pretty crazy but not crazy enough to be considered ridiculous. teamwork + chaotic terrain = fun.
second - snakewater
same as badlands mid. i really enjoy the different stages of pushing/defending mid to second point. i do not like the actual mid fight of snakewater as much as badlands though.
last - badlands
i find it easier to be aggressive on badlands last as the pocket on the defending team on last than other maps. it adds a bit of variety to what would be a monotonous last hold. utility classes do not feel ridiculously strong on this last unlike snakewater and process.
this mid is pretty crazy but not crazy enough to be considered ridiculous. teamwork + chaotic terrain = fun.
second - snakewater
same as badlands mid. i really enjoy the different stages of pushing/defending mid to second point. i do not like the actual mid fight of snakewater as much as badlands though.
last - badlands
i find it easier to be aggressive on badlands last as the pocket on the defending team on last than other maps. it adds a bit of variety to what would be a monotonous last hold. utility classes do not feel ridiculously strong on this last unlike snakewater and process.
mid - process (ramp surf rollouts)
2nd - badlands (airshots)
last - gullywash (lots of interesting flanks)
2nd - badlands (airshots)
last - gullywash (lots of interesting flanks)
via - It's the most dynamic mid point in the game. It's also a koth map so it is a pretty much never-ending midfight with limitless possibilities.
badlands - One of the points where uber/no uber matters very little. It's all about solid communication to make sure your flank doesn't get exposed, meanwhile you are contesting a point which is stupidly easy for a demoman to damage defensively from almost any position near the spire, then playing the numbers + hel game
well - Attacking this in the old days was great, though it did favour the attackers tbh. You'd often just trade ubers and send half your team up top above the point and get height advantage, then laugh at the other team. We didn't run a huge amount of utilities back in the day; it may be harder to attack now, though it is hard to get early warning of where the other team is coming from.
badlands - One of the points where uber/no uber matters very little. It's all about solid communication to make sure your flank doesn't get exposed, meanwhile you are contesting a point which is stupidly easy for a demoman to damage defensively from almost any position near the spire, then playing the numbers + hel game
well - Attacking this in the old days was great, though it did favour the attackers tbh. You'd often just trade ubers and send half your team up top above the point and get height advantage, then laugh at the other team. We didn't run a huge amount of utilities back in the day; it may be harder to attack now, though it is hard to get early warning of where the other team is coming from.
i think you guys should explain so that this does not become another list thread. it's an interesting topic.
mid-warmfront mainly because the healthpacks are in places where you still have to fight to get them instead of being placed on the retreat and encouraging backing out and baiting your team just to sit on second and get little damage on people pushing then before backing to last idk it just really encourages staying in the fight. sunshine's a close second but i dont like certain things
second-badlands bc there doesnt seem to be a big positioning advantage for either team so it isnt really something people will just give up and conversely isnt really difficult to push but second is weird because some seconds have the potential for really good fights but the defending team has the urge to back out to last because its so damn difficult to push(ie process)
last-some have good qualities but none are "good" i just wrote a fucking essay about the benefits and downfalls of certain lasts but that's something noone wants to read
second-badlands bc there doesnt seem to be a big positioning advantage for either team so it isnt really something people will just give up and conversely isnt really difficult to push but second is weird because some seconds have the potential for really good fights but the defending team has the urge to back out to last because its so damn difficult to push(ie process)
last-some have good qualities but none are "good" i just wrote a fucking essay about the benefits and downfalls of certain lasts but that's something noone wants to read
Mid - Badlands/Viaduct - These are the only mids where highground isn't a deciding factor. In viaduct I love wrapping around the rocks.
Second - Process - Sewers and iT feel more important as flanks than any other.
Last - Granary/Snakewater - Easy to push because they're outside and straightforward.
Second - Process - Sewers and iT feel more important as flanks than any other.
Last - Granary/Snakewater - Easy to push because they're outside and straightforward.