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The gameplay is fun, but also unbalanced. Once one team cap the point, it's really hard for them to lose it, as they have access to spells (which spawn near the point), a max health pickup AND a portal to the underworld which gives them 200% overheal, unlimited crits for a short amount of time AND a rare spell upon escaping.
Other than that, it is fun.
it takes a million years to get anywhere and since it halloween mode once you arrive there is a good chance that you instantly die and have to walk ALL THE FUCKING WAY AGAIN JUST TO INSTANTLY DIE AGAIN
without a tele this map makes me want to kill myself
Maybe allow players to be spawned in the underworld depending on how they are facing when they entered the portal, as for the sniper, idk really- break some sight lines with rocks or maybe increase health drain in the underworld
Also, could a change be made so that engineers cannot build buildings (teleporters in particular) at places where players teleport back from the underworld? There is a similar exploit showcased in the sane vid.
It would be very much appreciated if these are patched.
This is the 2nd, if not the best map this year, tied with Cursed Cove; it plays great, looks great, and is just a ton of fun.
It's a shame your done though.
And it's sad because I really wish to enjoy this map, not only has a lot of people filed complaints about experiencing performance issues on Slasher, but this ridiculously loud Merasmus announcer and his cut out voice lines from otherwise actual dialogue is driving me absolutely mental.
Other than that, Slasher is truly one of the greatest looking maps that has ever been added to the game and I'm surprised it was never added during the earlier years.. but then again, when you look at all the other trending and newly submitted crap that Valve tends to priotize accepting into the game prior to what's been on the Workshop for ages.
I'M SO HAPPY THIS GOT ADDED
AAAAAAAA
There's a clipping issue on the BLU side of the point. [imgur.com] RED side doesn't have this issue.
I'd also appreciate it if the navigation mesh was packed in as "embed.nav" [tf2maps.net] so the Workshop release of the map works straight out-of-the-box.