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What makes a good koth map?
1
#1
0 Frags +

Other than the other team not playing sniper.

Other than the other team not playing sniper.
2
#2
7 Frags +

being designed like bagel so most offclasses are bad most of the time

being designed like bagel so most offclasses are bad most of the time
3
#3
4 Frags +

Product and to a lesser extent Bagel are interesting cause there are many paths to the point or the many different positions that can influence the point. I think this is a big reason clearcut wasn't too successful, the only meaningful positions to influence point are from being on top of a shed, inside a shed or being on the floor in front of the point, and it's all pretty Clear Cut what classes excel at playing those positions (soldiers are good indoors, demoman can sit and stare at point and tag guys on shed, scunts love height).

forward holds are also a big thing. I think strong forward holds are somewhat alright if the trip from spawn to attempting to break it is short (product forward is strong but at least u arent walking for 10 hours through a massive lobby). Ideally, you avoid a super strong forward hold and allow for teams to take aggro positions that they have to be forced off before a normal fight on point.

Product and to a lesser extent Bagel are interesting cause there are many paths to the point or the many different positions that can influence the point. I think this is a big reason clearcut wasn't too successful, the only meaningful positions to influence point are from being on top of a shed, inside a shed or being on the floor in front of the point, and it's all pretty Clear Cut what classes excel at playing those positions (soldiers are good indoors, demoman can sit and stare at point and tag guys on shed, scunts love height).

forward holds are also a big thing. I think strong forward holds are somewhat alright if the trip from spawn to attempting to break it is short (product forward is strong but at least u arent walking for 10 hours through a massive lobby). Ideally, you avoid a super strong forward hold and allow for teams to take aggro positions that they have to be forced off before a normal fight on point.
4
#4
0 Frags +

One reason I like Bagel a lot more than Product, even sniper aside, is that it's way less advantageous for defenders.

On Bagel, the forward hold is easier to break. But beyond that, you're also not marching up hill to get to the point area which makes it a little easier to get back to a sort of neutral-ish state. And once you're back to neutral-ish positions, it's in favor on the attacking team due to the spawn advantage.

The point is also significantly easier to edge and force the other team to actually engage with you. While yeah it's effective to send people behind and make plays off that on Clearcut/Product, it's just harder to coordinate and is more punishing if you're not a high level team. Clearing out a house then touching the point is just way simpler to execute for 95% of teams.

The most frustrating part of offense on KOTH is finally working your way into the main area and then someone feeds and you have to start all over from step 1. On Bagel, it's at least not as tough to get past the first part. I'd also argue on Bagel, even if someone dies, it's also less punishing because it's harder for the other team to send someone behind and use their numbers advantage to pinch and wipe you. It feels safer to linger and try to equal out kills even when you're down 1 on Bagel.

On a side note, I do think that the new version of Clearcut making it easier to edge does make it quite a bit better, though I still haven't played it a ton.

One reason I like Bagel a lot more than Product, even sniper aside, is that it's way less advantageous for defenders.

On Bagel, the forward hold is easier to break. But beyond that, you're also not marching up hill to get to the point area which makes it a little easier to get back to a sort of neutral-ish state. And once you're back to neutral-ish positions, it's in favor on the attacking team due to the spawn advantage.

The point is also significantly easier to edge and force the other team to actually engage with you. While yeah it's effective to send people behind and make plays off that on Clearcut/Product, it's just harder to coordinate and is more punishing if you're not a high level team. Clearing out a house then touching the point is just way simpler to execute for 95% of teams.

The most frustrating part of offense on KOTH is finally working your way into the main area and then someone feeds and you have to start all over from step 1. On Bagel, it's at least not as tough to get past the first part. I'd also argue on Bagel, even if someone dies, it's also less punishing because it's harder for the other team to send someone behind and use their numbers advantage to pinch and wipe you. It feels safer to linger and try to equal out kills even when you're down 1 on Bagel.

On a side note, I do think that the new version of Clearcut making it easier to edge does make it quite a bit better, though I still haven't played it a ton.
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