bearodactyl
Hi bearodactyl.
I've seen you comment and mention cp_prolands in a very negative light many times. You've mentioned it in several other tftv threads, and one time you told one of your friends to tell me that my map is an abortion in the middle of us playing a pug. I even responded to one of your comments on tftv which you conventiently didn't answer.
I am well aware that the changes I made, specifically to the hiding spots and some other minor gameplay tweaks, has upset a lot of players (I still don't know how big of a percentage these players are, which is a problem if you want to revert it). I've also had a lack of proper* arguments and cases made against some of the changes I've made.
Since you have been the most vocal opposition to my map, why do you barely ever mention why you don't like it? You refer to it as "bad", an "abortion" etc without any concrete examples of why that is your opinion. Assuming you want to play a more competitively viable version of cp_badlands, why do you never give any proper constructive feedback on what you would like to change? Why do you not make arguments against the things in cp_prolands you do not like? Why do you constantly just mention it in a bad light?
Several of the changes I made to make the gameplay more enjoyable, like giving soldiers the ability to do wall pogos without hitting their head on the roof I would consider borderline essential for any competitive map. Do you actually believe that valve's version of badlands does not have some serious flaws? Correct me if I'm wrong but I have a sneaking suspicion your opposition to the map is more about you being either conciously or subconciously opposed to changing a familiar environment. If this is not the case, why would you not post actual feedback instead of posting cranky comments everywhere?
*I don't classify appeal to tradition as a proper argument, eg. "It's always been that way".
bearodactylalso we don't play badlands_abortion in na but if we did i wouldn't want the beams removed because they block sniper sight lines and spam from main
Blocking spam from main is my biggest concern with them as they unnecessarily shield sentry guns from getting taken down, which consequently makes it ever so slightly more difficult to push last. Is the sniper sightline actually a big deal though?