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Midseason Cup -- What Do the Maps Need?
1
#1
0 Frags +

Thought there shluld be more public discussion on what Mannbase, Reckoner and Logjam need outside of just a privately viewed survey.

Thought there shluld be more public discussion on what Mannbase, Reckoner and Logjam need outside of just a privately viewed survey.
2
#2
7 Frags +

Yes please! Would love to hear any and all feedback as always.

Yes please! Would love to hear any and all feedback as always.
3
#3
9 Frags +

im very suprised this isnt a rahthread

im very suprised this isnt a rahthread
4
#4
8 Frags +

I've had the chance of playing all three of these maps in ozfortress seasons/offseason cups before moving to NA so my thoughts come from those seasons and this recent RGL cup.

Logjam is a weird case because there are some parts of the map that are decent and other parts that are really not good. The biggest culprit is the second point as a whole. If you're holding 2nd, the choke the enemy team comes through gives them a mile's worth of height above you before they even enter. The choke itself is massive, too and it being a Yukon-esque half choke doesn't help to alleviate it (but admittedly is a massive step up from the 3 mile long old flank that used to exist). Soldiers don't really have anything to jump off for sacs, but rather stuff to jump on to spam from. There's a lot of height but it's awkward to play off. It's like the entirety of second is made for scouts to run around and have field days on. The flank through logs into 2nd favors the team with mid too. They have height, props, corners etc. all around it's just bad. I've never played on a good 2nd in all my time playing Logjam.

There's the making of a good map there, but I don't know how it gets to that point without redoing all of second.

Reckoner is quite good and my favorite of the bunch. I don't believe the mapper is active anymore but that's fine because I think the map is at a point where it's league ready as evidenced by ETF2L and ozfortress continually including it in the various seasons. It's a map that, for me, favors fast scout transitions without necessarily making scout too beefy. I've seen a lot of Reckoner games where soldiers and demos have really great games. The biggest complaint for me is that 2nd feels a bit crowded.

Mannbase gets better with each iteration (and I say this as someone who's playtested it from a3). The addition of the 2nd opening in Quake room (flank from mid to 2nd) adds an interesting bit of height to play on and bomb through. I like the readdition of the flanking doors on mid that puts you right in the enemy's side of mid. I used to feel that you had to keep constant watch on that room during midfights but it didn't feel like that on the games I played. It would be interesting if they were 1-way doors out of the room. Last is probably the weakest part of the map mostly because it feels so big. You've got a lot of room to push into, push across, or climb.

I've had the chance of playing all three of these maps in ozfortress seasons/offseason cups before moving to NA so my thoughts come from those seasons and this recent RGL cup.

Logjam is a weird case because there are some parts of the map that are decent and other parts that are really not good. The biggest culprit is the second point as a whole. If you're holding 2nd, the choke the enemy team comes through gives them a mile's worth of height above you before they even enter. The choke itself is massive, too and it being a Yukon-esque half choke doesn't help to alleviate it (but admittedly is a massive step up from the 3 mile long old flank that used to exist). Soldiers don't really have anything to jump off for sacs, but rather stuff to jump on to spam from. There's a lot of height but it's awkward to play off. It's like the entirety of second is made for scouts to run around and have field days on. The flank through logs into 2nd favors the team with mid too. They have height, props, corners etc. all around it's just bad. I've never played on a good 2nd in all my time playing Logjam.

There's the making of a good map there, but I don't know how it gets to that point without redoing all of second.

Reckoner is quite good and my favorite of the bunch. I don't believe the mapper is active anymore but that's fine because I think the map is at a point where it's league ready as evidenced by ETF2L and ozfortress continually including it in the various seasons. It's a map that, for me, favors fast scout transitions without necessarily making scout too beefy. I've seen a lot of Reckoner games where soldiers and demos have really great games. The biggest complaint for me is that 2nd feels a bit crowded.

Mannbase gets better with each iteration (and I say this as someone who's playtested it from a3). The addition of the 2nd opening in Quake room (flank from mid to 2nd) adds an interesting bit of height to play on and bomb through. I like the readdition of the flanking doors on mid that puts you right in the enemy's side of mid. I used to feel that you had to keep constant watch on that room during midfights but it didn't feel like that on the games I played. It would be interesting if they were 1-way doors out of the room. Last is probably the weakest part of the map mostly because it feels so big. You've got a lot of room to push into, push across, or climb.
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