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Not sure what you mean about this though...we did add an extra route through the vents. Do you think there should be another one besides that?
* Area outside sewer exit will be more open, and it will be more difficult to cover with a sentry behind the one-way door
* Building will be disabled in vents and the vent overlook area will feel less cramped
* Ammo behind sewer exit will be reduced from large to medium
UPCOMING CHANGES? We are still thinking these ones over...
* A spawn exit into the basement? Hmm...
* Possible route from the long hallway to the second floor (this would open up that hallway and also let non-jumpers access the spiral stairs/enemy battlements without going through the barnyard)
* Opening up the intel room to make it more interesting for Engineer and Spies.
* We've had a few requests for another exit to battlements from spawn but, so far, having only one exit has been a success. Spawn camping has dropped significantly from vanilla 2Fort and we've yet to see attempts last more than a kill or two.
* Moving flag capture zone from the intel room to the battlements or the barnyard.
IF YOU LIKE TO MAKE MAPS OR WOULD LIKE TO HELP
Please let us know! We still have a lot of work to do...and other maps in mind too.
Probably BLUs to
Using sewers when running with intel from their base is just not worth it right now.
I feel like route wich will connect intelroom and sewers one way (similary to how you place one-way doors in each base from sewers) would make games even faster. You also could set sneaky sentry somewhere behind one way exit, so you could kinda catch sneaky scout? And make entire team wait for intel to respawn for 1 minute or force them to destroy sentry somehow.
Another suggestion would be to make fronts of both bases more... defensive...
When you stand as sniper under balcony, you are preety much in terrible spot and there is no way to make it work. But being lower for that particular map allows to actually see people on bridge. What if there was like maybe one spot for snipers or sentries (preferably on the right part of building looking from base to oposite base), easly accesable from base floor, so you can set here sniper or sentry to defend part of front base, but easly fankable by using sewers...
Those two changes would make sewers actually usefull in my opinion.
And another proposition: second exit leading to open area with big stairs.
Exit would be located on right wall when looking from spawn into exit doors.
Exit itself would be a window big enough to fit any player, or actual exit wich would then lead to new part of balcony connected to old one (that thin desk, I guess). New part of balcony would be over the place where you removed stairs.
Another option would be third exit from the same spawn to base level - just connect from spawn some sort of stairs wich leads to small exit into room. Yes, that would make then that choke point even harder to attack, but remember we already have suport from sewers AND scouts, soldiers, demomans and pyros can use balcony really easly to acces first floor that way. People can go around that choke point easly, so I don't see anythnig wrong with third spawn exit on basement.
Those are my ideas so far. I actually really like this map a lot, just I feel like some more tweaks would make it better.
and i want new map
-Bob, who sits at the last Windows XP
Computer in existence, or is it just a
theme? we may never know...