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Maps w/ your favorite Mids, seconds and lasts?
31
#31
6 Frags +

I don't think it's possible to make a good last point in tf2

I don't think it's possible to make a good last point in tf2
32
#32
0 Frags +

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 - 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.
33
#33
1 Frags +
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

[quote=wareya][quote=Turin]People used to hate gully last where'd all the love come from?[/quote]
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
34
#34
0 Frags +

Mid: Process
2nd: Badlands/sunshine
Last: Gullywash

Mid: Process
2nd: Badlands/sunshine
Last: Gullywash
35
#35
1 Frags +

Mid: Process/Snakewater
Seconds: Badlands
Last: Process/Granary

Mid: Process/Snakewater
Seconds: Badlands
Last: Process/Granary
36
#36
0 Frags +

Mid: Metalworks
Second: Granary
Last: Process

Mid: Metalworks
Second: Granary
Last: Process
37
#37
0 Frags +
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)

[quote=hooky]
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)
38
#38
0 Frags +

Mid: gullywash
Second: snakewater
Last: snakewater

Mid: gullywash
Second: snakewater
Last: snakewater
39
#39
-3 Frags +

Mid: Process
Second: Process
Last: Process

Least favorite
Mid: Granary / blands
Second: Granary / Blands
Last: Granary / blands

Mid: Process
Second: Process
Last: Process

Least favorite
Mid: Granary / blands
Second: Granary / Blands
Last: Granary / blands
40
#40
0 Frags +

Mid: Gullywash
Second: Granary
Last: Badlands

Mid: Gullywash
Second: Granary
Last: Badlands
41
#41
5 Frags +

VIADUCT BITCHES

VIADUCT BITCHES
42
#42
0 Frags +

mid - badlands
2nd - granary
last - gully

mid - badlands
2nd - granary
last - gully
43
#43
5 Frags +

mid - freight
2nd - badlands
last - no

mid - freight
2nd - badlands
last - no
44
#44
0 Frags +

Mid - Granary
Second - Badlands
Last - Metalworks

Mid - Granary
Second - Badlands
Last - Metalworks
45
#45
0 Frags +

Mid- Can I say viaduct?
Second- Badlands
Last - Granary

Mid- Can I say viaduct?
Second- Badlands
Last - Granary
46
#46
0 Frags +

Mid - Process/Snakewater
Second - Process/Snakewater/Metalworks
Last - Process/Gullywash

Mid - Process/Snakewater
Second - Process/Snakewater/Metalworks
Last - Process/Gullywash
47
#47
2 Frags +

mid - freight
second - badlands
last - granary

mid - freight
second - badlands
last - granary
48
#48
0 Frags +

mid - snake
second - gully
last - process

mid - snake
second - gully
last - process
49
#49
0 Frags +

mid - snake
second - process
last - gully to hold badlands to push

mid - snake
second - process
last - gully to hold badlands to push
50
#50
1 Frags +

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.

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.
51
#51
0 Frags +

mid - process (ramp surf rollouts)
2nd - badlands (airshots)
last - gullywash (lots of interesting flanks)

mid - process (ramp surf rollouts)
2nd - badlands (airshots)
last - gullywash (lots of interesting flanks)
52
#52
0 Frags +

mid - snake
2nd - process
last - gully

mid - snake
2nd - process
last - gully
53
#53
0 Frags +

Mid - Process
Second - Snakewater
Last - Gully

Mid - Process
Second - Snakewater
Last - Gully
54
#54
6 Frags +

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.

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.
55
#55
0 Frags +

mid - gully
2nd - badlands
last - process

mid - gully
2nd - badlands
last - process
56
#56
5 Frags +

i think you guys should explain so that this does not become another list thread. it's an interesting topic.

i think you guys should explain so that this does not become another list thread. it's an interesting topic.
57
#57
2 Frags +

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

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
58
#58
2 Frags +

There you go, vile. I edited my post.

There you go, vile. I edited my post.
59
#59
-1 Frags +

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.

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.
60
#60
1 Frags +

mid - process
second - eh...
last - metalworks

mid - process
second - eh...
last - metalworks
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