First, sorry if this is the incorrect place to most this, I was thinking under map discussion would be better, but it seems as all those threads are about individual maps, so I'm just going to post it here.
I want to host some inhouses on the maps in the new ESEA poll in order to actually form a valid opinion on them (glassworks, logjam, sandstone, and granary_pro I guess if people are interested).
I plan to do this tonight before regular scrim times and want to start as soon as possible so we can get as many pugs in as we can. Shoot me a friend request on Steam and I'll give you the mumble info and server info. We're going to start once we get 12 and are going to go until we can't anymore. If more people are interested than I can get in, I'll bump this thread in the future and we'll try again. Not going to start a Steam group however because I'm only doing this in order to tryout the possible new maps.
Thanks
If you come, have this downloaded please. It's all the new maps.
First, sorry if this is the incorrect place to most this, I was thinking under map discussion would be better, but it seems as all those threads are about individual maps, so I'm just going to post it here.
I want to host some inhouses on the maps in the new ESEA poll in order to actually form a valid opinion on them (glassworks, logjam, sandstone, and granary_pro I guess if people are interested).
I plan to do this tonight before regular scrim times and want to start as soon as possible so we can get as many pugs in as we can. Shoot me a friend request on Steam and I'll give you the mumble info and server info. We're going to start once we get 12 and are going to go until we can't anymore. If more people are interested than I can get in, I'll bump this thread in the future and we'll try again. Not going to start a Steam group however because I'm only doing this in order to tryout the possible new maps.
Thanks
[url=http://www.mediafire.com/download/a2j07vazes840oo/maps.zip]If you come, have this downloaded please. It's all the new maps.[/url]
the crates and stuff on granary pro are kinda weird but whatever
the crates and stuff on granary pro are kinda weird but whatever
granary pro way to good for demoman
granary pro way to good for demoman
Daggergood edit market
quick eyes edited 30 seconds after i posted gj
[quote=Dagger]good edit market[/quote]
quick eyes edited 30 seconds after i posted gj
Aight so Logjam is like full of routes to second, caves honestly feels out of place but it'd probably be worse without it, idk. Spire is okay I guess but it makes second full of hiding places which like guarantees a flank opportunity. Middle would be okay if the long hallway wasn't in sight of people flooding through the chokepoint, so it makes rolling out far right irrelevant because you get called out, maybe put some kind of blinder so people can't see all the way down the lobby and call out a soldier/scout coming to stairs before mid.
And then granary pro was aight too, middle was interesting, and a lot easier to spam pipes in, middle is different but I don't think it was that much better/worse, I ended up turning a lot just to keep an eye on every bit of action; hitting soldier on the right crate, catching demo near garage, spamming the chokepoint/health pack. Second is okay, the bigger doorways makes it harder to fight the defenders in upper because the door can be cleared and rushed, I thought it was an alright change. The last pushes were kinda slow but people peaking/testing the waters made a pick turn into a push.
Sandstone sucked, it felt like sniper bait the whole time, but it was only 3 rounds. Flanking was a bit too easy for both teams, having the extra paths to point makes for sneak pushes. It's all too low-ceiling and sightlines look too good for sniper, and every time they got a heavy near the point it was hard to push into it, especially the house having a window and a lower door that's a cesspool of spam, maybe make the window the entrance and wall off the lower part of house, add a ramp or something, but it still wouldn't be much better because the size of the map is way too small and close, with long flank routes that go unchecked.
As for glassworks, I thought it looked promising, and the game was the closest of all the others, maybe because of teams or whatever, but as aim stated, flank has a lot of power because of all the routes to take between second and mid. It's a maze of flank routes from what I see, but other than that I think it looks fine and plays evenly, if there was less power on roaming scouts/soldiers it could be better. Last looks alright, second itself looks alright but the hallways and other places between mid and second need to be rearranged and simplified.
[b]Aight so Logjam[/b] is like full of routes to second, caves honestly feels out of place but it'd probably be worse without it, idk. Spire is okay I guess but it makes second full of hiding places which like guarantees a flank opportunity. Middle would be okay if the long hallway wasn't in sight of people flooding through the chokepoint, so it makes rolling out far right irrelevant because you get called out, maybe put some kind of blinder so people can't see all the way down the lobby and call out a soldier/scout coming to stairs before mid.
[b]And then granary pro[/b] was aight too, middle was interesting, and a lot easier to spam pipes in, middle is different but I don't think it was that much better/worse, I ended up turning a lot just to keep an eye on every bit of action; hitting soldier on the right crate, catching demo near garage, spamming the chokepoint/health pack. Second is okay, the bigger doorways makes it harder to fight the defenders in upper because the door can be cleared and rushed, I thought it was an alright change. The last pushes were kinda slow but people peaking/testing the waters made a pick turn into a push.
[b]Sandstone sucked[/b], it felt like sniper bait the whole time, but it was only 3 rounds. Flanking was a bit too easy for both teams, having the extra paths to point makes for sneak pushes. It's all too low-ceiling and sightlines look too good for sniper, and every time they got a heavy near the point it was hard to push into it, especially the house having a window and a lower door that's a cesspool of spam, maybe make the window the entrance and wall off the lower part of house, add a ramp or something, but it still wouldn't be much better because the size of the map is way too small and close, with long flank routes that go unchecked.
[b]As for glassworks[/b], I thought it looked promising, and the game was the closest of all the others, maybe because of teams or whatever, but as aim stated, flank has a lot of power because of all the routes to take between second and mid. It's a maze of flank routes from what I see, but other than that I think it looks fine and plays evenly, if there was less power on roaming scouts/soldiers it could be better. Last looks alright, second itself looks alright but the hallways and other places between mid and second need to be rearranged and simplified.
I really liked granary pro, you could see a lot more of the mid. Winger was also very good on the mid. I'm not sure if anything about pushing 2 was made better because that situation never arose.
I really liked granary pro, you could see a lot more of the mid. Winger was also very good on the mid. I'm not sure if anything about pushing 2 was made better because that situation never arose.
The way I see pushing from mid to second; you either push through the enlarged choke and have a fight in right yard or you push through garage and take left yard but you risk taking massive damage. Risk-reward.
The way [i]I see[/i] pushing from mid to second; you either push through the enlarged choke and have a fight in right yard or you push through garage and take left yard but you risk taking massive damage. Risk-reward.
I meant last --> 2 my bad
I meant last --> 2 my bad
What I intended was for teams to push out of last with their combo or even just the demoman through upper; with the enlarged door you have good vision and a wider spam angle which should make pushing out easier.
What I intended was for teams to push out of last with their combo or even just the demoman through upper; with the enlarged door you have good vision and a wider spam angle which should make pushing out easier.