http://strawpoll.me/4194127
Maps commonly used in 6v6
Maps commonly used in 6v6
can i choose everything but badlands?
man fuck badlands
man fuck badlands
Badlands, Process, Sunshine, Snakewater, in that order.
it seems people either hate badlands or really like it
gargleburryit seems people either hate badlands or really like it
I'm not even an absolutely huge fan of it, but ignoring how core it is to the 6v6 format is just stupid.
I'm not even an absolutely huge fan of it, but ignoring how core it is to the 6v6 format is just stupid.
I'm pretty sure just about everyone here puts process in their top 3 easily.
I don't think there's another map that can claim anything similar.
I don't think there's another map that can claim anything similar.
Badlands, Process, Gullywash, Sunshine, Granary, Viaduct, Snakewater for me
process seems to be more popular with NA, in eu badlands is still the firm favourite I reckon with process 2nd or 3rd
process seems to be more popular with NA, in eu badlands is still the firm favourite I reckon with process 2nd or 3rd
I don't think I've met anybody who dislikes process because of the map, the only reason people dislike process is that it's overplayed (of course now that I post this somebody is going to say they hate the map but what can you do)
phobiawhy do people hate badlands, im genuinely curious
For a lot of the people currently playing, it was what was heavily played when they started and it's unforgiving for new players. Bad taste I guess.
(I personally just don't enjoy the map because it's not intuitive to me. Not actively unintuitive, but there are plenty of times where I don't know how to attack a scenario.)
Also the last cap is too fast and pretty much everyone who disagrees is just someone who has been playing for a long time and is merely incredibly used to it.
That said, the map is fantastic for sixes. I merely don't enjoy myself while playing it.
For a lot of the people currently playing, it was what was heavily played when they started and it's unforgiving for new players. Bad taste I guess.
(I personally just don't enjoy the map because it's not intuitive to me. Not actively unintuitive, but there are plenty of times where I don't know how to attack a scenario.)
Also the last cap is too fast and pretty much everyone who disagrees is just someone who has been playing for a long time and is merely incredibly used to it.
That said, the map is fantastic for sixes. I merely don't enjoy myself while playing it.
Frost_BiteAlso the last cap is too fast and pretty much everyone who disagrees is just someone who has been playing for a long time and is merely incredibly used to it.
I said before in another thread, the last cap time is kinda the basic premise of the map. It's what makes it incredibly dynamic and back and forth, where you really need to be in control of pushing timings to push out from.
You're right, it's kind of an unforgiving map for new players, but that's partly what makes it so great, it's so much more reliant on coordinated timings and pushes or else you can get punished on the flanks or backcapped.
But I dont agree it's unintuitive, if it feels that way for you it's probably because you haven't played it enough, after a certain level you just know how to deal with most the situations, now if you aren't able to execute them as a team, that's a different thing.
Also the last cap is too fast and pretty much everyone who disagrees is just someone who has been playing for a long time and is merely incredibly used to it.[/quote]
I said before in another thread, the last cap time is kinda the basic premise of the map. It's what makes it incredibly dynamic and back and forth, where you really need to be in control of pushing timings to push out from.
You're right, it's kind of an unforgiving map for new players, but that's partly what makes it so great, it's so much more reliant on coordinated timings and pushes or else you can get punished on the flanks or backcapped.
But I dont agree it's unintuitive, if it feels that way for you it's probably because you haven't played it enough, after a certain level you just know how to deal with most the situations, now if you aren't able to execute them as a team, that's a different thing.
Fryskwhere is ctf_turbine?
[img]http://i.imgur.com/Kv7oweh.gif[/img]
Viaduct or GPIT.
It's a symptom of having played medic for so long - those are the only maps where I have to actually pay attention to what I'm doing or I'll single-highhandedly lose rounds lol.
It's a symptom of having played medic for so long - those are the only maps where I have to actually pay attention to what I'm doing or I'll single-highhandedly lose rounds lol.
Top 3 are follower, freight, and Yukon
yeah I know I'm weird
yeah I know I'm weird
deetrI don't think I've met anybody who dislikes process because of the map, the only reason people dislike process is that it's overplayed (of course now that I post this somebody is going to say they hate the map but what can you do)
And because of the slightly difficult rollout?
And because of the slightly difficult rollout?
EoNdeetrI don't think I've met anybody who dislikes process because of the map, the only reason people dislike process is that it's overplayed (of course now that I post this somebody is going to say they hate the map but what can you do)And because of the slightly difficult rollout?
I don't think anyone dislikes the map because of the fast rollout, if anything it is the only reason that many people like it at all imo
And because of the slightly difficult rollout?[/quote]
I don't think anyone dislikes the map because of the fast rollout, if anything it is the only reason that many people like it at all imo
deetrI don't think I've met anybody who dislikes process because of the map, the only reason people dislike process is that it's overplayed (of course now that I post this somebody is going to say they hate the map but what can you do)
i personally hate the mid a lot, but that's just me.
as for stuff i've seen about the map, it tends to favor the flank a lot. (for example, choke is fairly unspammable, leading to a lot of no-damage choke holds, while the flank gets to do damage in IT/Sewer). i've also noticed it's very hard to avoid wiping after you lose a couple players in a push, due to how open every part of the map is. this means combo players might find it boring/unfun
people say its the roamer map because of the jumps, but keep in mind that there's no other map with more props/slopes for scouts to abuse.
this is all probably just me being bad though
i personally hate the mid a lot, but that's just me.
as for stuff i've seen about the map, it tends to favor the flank a lot. (for example, choke is fairly unspammable, leading to a lot of no-damage choke holds, while the flank gets to do damage in IT/Sewer). i've also noticed it's very hard to avoid wiping after you lose a couple players in a push, due to how open every part of the map is. this means combo players might find it boring/unfun
people say its the roamer map because of the jumps, but keep in mind that there's no other map with more props/slopes for scouts to abuse.
this is all probably just me being bad though
KanecoBut I dont agree it's unintuitive, if it feels that way for you it's probably because you haven't played it enough, after a certain level you just know how to deal with most the situations, now if you aren't able to execute them as a team, that's a different thing.
This doesn't accurately address the criticism of badlands being "unintuitive". Intuitive means it can be understood instinctively, or at the very least easily. Saying that he doesn't understand the map because he hasn't played it enough actually supports his argument; you're declaring, in effect, that one needs to have played the map to be able to "deal with most situations", which is pretty much the definition of unintuitive (or at least the best one I can think of for this specific scenario).
I don't really have a position on this because whether or not something is intuitive depends on the person, in my opinion, but I felt this should be addressed. Just because you can play Badlands doesn't make it intuitive.
But I dont agree it's unintuitive, if it feels that way for you it's probably because you haven't played it enough, after a certain level you just know how to deal with most the situations, now if you aren't able to execute them as a team, that's a different thing.[/quote]
This doesn't accurately address the criticism of badlands being "unintuitive". Intuitive means it can be understood instinctively, or at the very least easily. Saying that he doesn't understand the map because he hasn't played it enough actually [u]supports[/u] his argument; you're declaring, in effect, that one needs to have played the map to be able to "deal with most situations", which is pretty much the [u]definition[/u] of unintuitive (or at least the best one I can think of for this specific scenario).
I don't really have a position on this because whether or not something is intuitive depends on the person, in my opinion, but I felt this should be addressed. Just because [u]you[/u] can play Badlands doesn't make it intuitive.
i only love process literally because of how white it is
gullywash #3 on the poll and yet nobody has said anything in the thread about it
probably the most all-around solid map in the rotation imo
probably the most all-around solid map in the rotation imo
fightgullywash #3 on the poll and yet nobody has said anything in the thread about it
probably the most all-around solid map in the rotation imo
gully is good overall but on a micro level i always just feel like i'm waiting for someone to walk through a choke and then shooting the choke
probably the most all-around solid map in the rotation imo[/quote]
gully is good overall but on a micro level i always just feel like i'm waiting for someone to walk through a choke and then shooting the choke