Team Fortress 2

Team Fortress 2

2Fort Night Extended
Inferno Lord 21 Feb, 2022 @ 7:25am
Recommendations.
This is coming from someone who plays a lot of 2fort and I will say these critiques for good reason.

Visually the map is great, I feel the distant props can look darker in the skybox but that's a nit pick. The main issue is the brightness of the lights, they need to be toned down but bright enough to see nicely. Sewer and spawns are worst offenders. Blu base needs to have its lights swapped from white to yellow like its courtyard, simply put the white lights are way too much on the eyes and if they were yellow it would be softer.

This is visuals of course, here's the main issues however. I love the addition of the door to grate its great for avoiding sight-lines but the door in the courtyard I'll be honest looks a bit silly it does help counteract camping but it also makes courtyard pushes even more frustrating for an attacking team, a spy can now just drop down on a medic pair with little resistance. I would have added instead a way through backyard or a stairway down into courtyard perhaps through the main spawn room before entering lockers.

Issue two, the removal of Intel resupply. I know you may consider this a good balance change but I assure you this is a poor call. Realistically most engie's will avoid Intel sentries, I know the old trope is that they would build there but frankly having a sentry cover Intel from door isn't that great its better to block off exits and on 24/7 2fort servers you'll almost never see an engineer who sets up in Intel unless they are new. So its a pointless change but that's not even the main issue. If the enemy team manages to set up in an Intel room it becomes very hard to weed them out this is a huge problem, one of the main counters is to regroup in the hall and prep for a push but without that resupply its a lot harder to take control especially when the enemy team takes over hallway. You've added a very advantageous position to hold in Intel's main room and the drop down area can make take over and even provide topside support against any retakes from the ally team. This is a problem, I highly recommend you re-add the Intel resupply.

The clip reworks while also okay do take the charm and veteran tactics out of the map you've already added a very big change in the form of the one way exits but these clips can be used by knowledgeable players to at least better their odds when sneaking into the enemy base, I would re-add some visible edges to make them intentional spots rather than a weird clip.

I do like the aesthetic and I do think the map can be for good fun but even if I were to recommend it to big hosting servers they would probably reject it for being too different and would probably become unpopular for losing some 2fort charm. If you re-add some clips and resupply, better setup the courtyard exit and fix the brightness and contrast alongside small distant details in skybox this would be a good map to recommend hosts to try rather than a silly one off map that comes and goes. Keep up the good work, it is looking very promising.
Last edited by Inferno Lord; 21 Feb, 2022 @ 7:32am
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Showing 1-2 of 2 comments
ryan  [developer] 16 Aug, 2022 @ 11:50pm 
I forgot to say that not long time ago I did most thing you recommended me to do. I reworked courtyard second spawn, tuned down lights, re-added intel resupply and some other minor changes. Thanks a lot for recommendations, I think it's too late to make a reply, but It's better to be late than to never do it! Am I right?
Last edited by ryan; 16 Aug, 2022 @ 11:50pm
Inferno Lord 17 Aug, 2022 @ 12:09am 
Very impressed with the updates, I like the courtyard rework and lighting is much nicer on the eyes, id still improve skybox detail and distant props but its a minor gripe. I still miss the hiding spot at straight stairs where you could sit ontop of doorway as it worked really well with backscatter. Overall fantastic improvements, good work on the updates! Keep it up!
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