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cp_prolands
121
#121
whitelist.tf
7 Frags +

Is it me or does the map come with custom hud control point textures? Messed up my casting hud textures :X

Is it me or does the map come with custom hud control point textures? Messed up my casting hud textures :X
122
#122
refresh.tf
4 Frags +
WiethoofdIs it me or does the map come with custom hud control point textures? Messed up my casting hud textures :X

I've heard this complaint before, thing is I have not done such changes conciously...

Meaning if I did them I did them by accident and I don't even know how to do it

[quote=Wiethoofd]Is it me or does the map come with custom hud control point textures? Messed up my casting hud textures :X[/quote]
I've heard this complaint before, thing is I have not done such changes conciously...

Meaning if I did them I did them by accident and I don't even know how to do it
123
#123
0 Frags +
CollaidezaboomafooI thought I had responded to this, guess my post didn't come through, but when you said that you wanted to experiment more with the map, and make drastic changes, you didn't specify what you meant by drastic changes cause I interpreted it as like making drastic changes to anything or everything about the map which would be unnecessary of course. But since you're talking about things like last, where there are definitely some significant problems, then yes I do agree that there should be some drastic changes made there.CollaideA lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.

I had read that, I was just mentioning how I wouldn't imagine a change being done to the map other than some of the minor stuff that's already been done on mid for example, and could only see there being mostly drastic changes on last. Sorry if I wasn't specific enough.

[quote=Collaide][quote=zaboomafoo]I thought I had responded to this, guess my post didn't come through, but when you said that you wanted to experiment more with the map, and make drastic changes, you didn't specify what you meant by drastic changes cause I interpreted it as like making drastic changes to anything or everything about the map which would be unnecessary of course. But since you're talking about things like last, where there are definitely some significant problems, then yes I do agree that there should be some drastic changes made there.[/quote]
[quote=Collaide]A lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.[/quote][/quote]
I had read that, I was just mentioning how I wouldn't imagine a change being done to the map other than some of the minor stuff that's already been done on mid for example, and could only see there being mostly drastic changes on last. Sorry if I wasn't specific enough.
124
#124
refresh.tf
10 Frags +

MORE FIXES!
yaay

(Dropbox) Download: https://www.dropbox.com/s/yj0v0608tz8a7gi/cp_prolands_b2b.zip?dl=0

cp_prolands_b2a -> cp_prolands_b2b

BUG FIX:
- Fixed being able to leave the map
- Fixed two spots where you were able to stand on rooves
- Fixed a spot where you could stand in the middle of nothing
- Fixed a couple of graphical errors
- Hopefully fixed the HUD issues(?) (The settings were on default in hammer editor but I think my custom HUD might have something to do with it…)

Shoutout to carn for helping me!
*coughs*

[h]MORE FIXES![/h]
yaay

(Dropbox) Download: https://www.dropbox.com/s/yj0v0608tz8a7gi/cp_prolands_b2b.zip?dl=0

cp_prolands_b2a -> cp_prolands_b2b

[b]BUG FIX:[/b]
- Fixed being able to leave the map
- Fixed two spots where you were able to stand on rooves
- Fixed a spot where you could stand in the middle of nothing
- Fixed a couple of graphical errors
- Hopefully fixed the HUD issues(?) (The settings were on default in hammer editor but I think my custom HUD might have something to do with it…)

Shoutout to carn for helping me!
*coughs*
125
#125
-28 Frags +
CollaideMORE FIXES!
yaay

(Dropbox) Download: https://www.dropbox.com/s/yj0v0608tz8a7gi/cp_prolands_b2b.zip?dl=0

cp_prolands_b2a -> cp_prolands_b2b

BUG FIX:
- Fixed being able to leave the map
- Fixed two spots where you were able to stand on rooves
- Fixed a spot where you could stand in the middle of nothing
- Fixed a couple of graphical errors
- Hopefully fixed the HUD issues(?) (The settings were on default in hammer editor but I think my custom HUD might have something to do with it…)

Shoutout to carn for helping me!
*coughs*

wrong thread

[quote=Collaide][h]MORE FIXES![/h]
yaay

(Dropbox) Download: https://www.dropbox.com/s/yj0v0608tz8a7gi/cp_prolands_b2b.zip?dl=0

cp_prolands_b2a -> cp_prolands_b2b

[b]BUG FIX:[/b]
- Fixed being able to leave the map
- Fixed two spots where you were able to stand on rooves
- Fixed a spot where you could stand in the middle of nothing
- Fixed a couple of graphical errors
- Hopefully fixed the HUD issues(?) (The settings were on default in hammer editor but I think my custom HUD might have something to do with it…)

Shoutout to carn for helping me!
*coughs*[/quote]
wrong thread
126
#126
refresh.tf
6 Frags +

Less structured post this time, sorry. Updated to b2c. Fixed a couple of bugs including a spam angle in house.

https://www.dropbox.com/s/e5ua3uy4p25mo3r/cp_prolands_b2c.zip?dl=0

EDIT:
cp_prolands_b2b -> cp_prolands_b2c

BUG FIX:
- Fixed spam angle in house
- Fixed other minor bugs

Less structured post this time, sorry. Updated to b2c. Fixed a couple of bugs including a spam angle in house.

https://www.dropbox.com/s/e5ua3uy4p25mo3r/cp_prolands_b2c.zip?dl=0

EDIT:
cp_prolands_b2b -> cp_prolands_b2c

[b]BUG FIX:[/b]
- Fixed spam angle in house
- Fixed other minor bugs
127
#127
7 Frags +

Could you upload this to steam workshop? We could then ask Faceit to add this to their map pool :)

Could you upload this to steam workshop? We could then ask Faceit to add this to their map pool :)
128
#128
refresh.tf
2 Frags +
nutshinyCould you upload this to steam workshop? We could then ask Faceit to add this to their map pool :)

It's there now but I'll update the workshop page more later.

[quote=nutshiny]Could you upload this to steam workshop? We could then ask Faceit to add this to their map pool :)[/quote] It's there now but I'll update the workshop page more later.
129
#129
5 Frags +

not sure if anyone else has spotted this yet

https://i.gyazo.com/3891d38dfcbe4333946a9ce927a0c967.png

left side of last, both teams have this little gap

not sure if anyone else has spotted this yet

[img]https://i.gyazo.com/3891d38dfcbe4333946a9ce927a0c967.png[/img]

left side of last, both teams have this little gap
130
#130
6 Frags +

on what basis are ledges going to be removed? the one in valley is ok but the ones in balcony and spire are not?

on what basis are ledges going to be removed? the one in valley is ok but the ones in balcony and spire are not?
131
#131
11 Frags +

didn't check if anybody else posted this, but you can hold above main when holding last and it's pretty ridiculous

https://imgur.com/a/HvPmK

didn't check if anybody else posted this, but you can hold above main when holding last and it's pretty ridiculous

https://imgur.com/a/HvPmK
132
#132
refresh.tf
1 Frags +
sageon what basis are ledges going to be removed? the one in valley is ok but the ones in balcony and spire are not?

I am happy to clear some things up.

The ones in valley are good for gameplay as they make you able to get from balcony to diag without dropping to lowground, also makes you able to go to balc with winger from there.

The invisible one below spire is, invisible, and is removed for visual consistency.
The one behind the fence on top of spire is removed for visual consistency.
These ones are also not really necessary for gameplay and don't make a huge difference, just makes gameplay flow better imo.

One on balcony was removed because it A) It's another hiding spot that just makes it harder to push out from balcony because people can hide there just walk into your med/drop down to bridge, jump trash, backcap, whatever. B) The extra route it provides is imo is beneficial for stalemating. C) It is most likely not what valve intended, and is odd map design. If you look at similar fences and ledges on other competitive maps it's fairly rare you can stand behind them, and if you can it's mostly the mapper not polishing the map enough.

Feel free to agree or disagree with anything I say here, just make sure to keep the conversation substantive. Most poeple just say "change that shit" or "revert that change" and don't really give a reason to why, and this leads me to take those kinds of requests less seriously.

JORDYdidn't check if anybody else posted this, but you can hold above main when holding last and it's pretty ridiculous
https://imgur.com/a/HvPmK

Thanks, due to me being on a team and being short on time I won't fix this spot for this season though, I'll ask etf2l admins if this is considered cheating or not.

[quote=sage]on what basis are ledges going to be removed? the one in valley is ok but the ones in balcony and spire are not?[/quote]
I am happy to clear some things up.

The ones in valley are good for gameplay as they make you able to get from balcony to diag without dropping to lowground, also makes you able to go to balc with winger from there.

The invisible one below spire is, invisible, and is removed for visual consistency.
The one behind the fence on top of spire is removed for visual consistency.
These ones are also not really necessary for gameplay and don't make a huge difference, just makes gameplay flow better imo.

One on balcony was removed because it A) It's another hiding spot that just makes it harder to push out from balcony because people can hide there just walk into your med/drop down to bridge, jump trash, backcap, whatever. B) The extra route it provides is imo is beneficial for stalemating. C) It is most likely not what valve intended, and is odd map design. If you look at similar fences and ledges on other competitive maps it's fairly rare you can stand behind them, and if you can it's mostly the mapper not polishing the map enough.

Feel free to agree or disagree with anything I say here, just make sure to keep the conversation substantive. Most poeple just say "change that shit" or "revert that change" and don't really give a reason to why, and this leads me to take those kinds of requests less seriously.

[quote=JORDY]didn't check if anybody else posted this, but you can hold above main when holding last and it's pretty ridiculous
https://imgur.com/a/HvPmK[/quote]
Thanks, due to me being on a team and being short on time I won't fix this spot for this season though, I'll ask etf2l admins if this is considered cheating or not.
133
#133
refresh.tf
9 Frags +

https://i.imgur.com/hi4nRD3.png

about the hiding spot

[img]https://i.imgur.com/hi4nRD3.png[/img]
about the hiding spot
134
#134
2 Frags +
Collaidehttps://i.imgur.com/hi4nRD3.png
about the hiding spot

it's not even a good hiding spot lol

[quote=Collaide][img]https://i.imgur.com/hi4nRD3.png[/img]
about the hiding spot[/quote]
it's not even a good hiding spot lol
135
#135
2 Frags +

you can get stuck in this spot if you crouch into it, it's hard to replicate but it's happened to me before.

https://i.imgur.com/uf3IJqP.jpg
https://i.imgur.com/68kpbVs.jpg

you can get stuck in this spot if you crouch into it, it's hard to replicate but it's happened to me before.

https://i.imgur.com/uf3IJqP.jpg
https://i.imgur.com/68kpbVs.jpg
136
#136
2 Frags +

i would preffer if the spire fence ledge was still there, maybe making it somewhat more visual

i would preffer if the spire fence ledge was still there, maybe making it somewhat more [url=https://i.imgur.com/iH8Tqub.png]visual[/url]
137
#137
refresh.tf
-3 Frags +
CollaideFeel free to agree or disagree with anything I say here, just make sure to keep the conversation substantive. Most poeple just say "change that shit" or "revert that change" and don't really give a reason to why, and this leads me to take those kinds of requests less seriously.sagei would preffer if the spire fence ledge was still there, maybe making it somewhat more visual
[quote=Collaide]
Feel free to agree or disagree with anything I say here, just make sure to keep the conversation substantive. Most poeple just say "change that shit" or "revert that change" and don't really give a reason to why, and this leads me to take those kinds of requests less seriously.
[/quote]
[quote=sage]i would preffer if the spire fence ledge was still there, maybe making it somewhat more [url=https://i.imgur.com/iH8Tqub.png]visual[/url][/quote]
138
#138
9 Frags +

imo small ledges like balc/spire barely take anything away from gameplay but allow for some nice technical movement, e.g. trying to deny spire cap from that ledge behind the fence.

both the balc and spire ledge are pretty shit hiding spots, and if you can hide there you can pretty much hide in trash or behind spire or on balc or something which is about as effective.

arguably those places are pretty op for spamming balc then hiding for an arrow, but standing on spire/spire fence is better than those.

have you thought about/tried raising the ceiling/widening the path from top lobby to balc? the side into trash was opened up before but that was reverted for reasons i can't be bothered to look up, but opening the area up to reduce spam from spire could aid pushing out if that's still a goal for changes?

imo small ledges like balc/spire barely take anything away from gameplay but allow for some nice technical movement, e.g. trying to deny spire cap from that ledge behind the fence.

both the balc and spire ledge are pretty shit hiding spots, and if you can hide there you can pretty much hide in trash or behind spire or on balc or something which is about as effective.

arguably those places are pretty op for spamming balc then hiding for an arrow, but standing on spire/spire fence is better than those.

have you thought about/tried raising the ceiling/widening the path from top lobby to balc? the side into trash was opened up before but that was reverted for reasons i can't be bothered to look up, but opening the area up to reduce spam from spire could aid pushing out if that's still a goal for changes?
139
#139
13 Frags +

can you please clip the floor in the area here so it is all the same height, when you step off the grey and onto the dirt you can get stuck in that wall

https://steamuserimages-a.akamaihd.net/ugc/886504300872568418/F4F1B24E5B9D5DFB5CAFCAD9F687FDF856EA750F/

i also agree with gemm, there is no good reasons to remove those ledges, it just removes some interesting movement options, those spots werent anywhere near op

can you please clip the floor in the area here so it is all the same height, when you step off the grey and onto the dirt you can get stuck in that wall
[img]https://steamuserimages-a.akamaihd.net/ugc/886504300872568418/F4F1B24E5B9D5DFB5CAFCAD9F687FDF856EA750F/[/img]
i also agree with gemm, there is no good reasons to remove those ledges, it just removes some interesting movement options, those spots werent anywhere near op
140
#140
5 Frags +
Collaidesnip

well what am i supposed to say? i think the ledge on that fence improves game flow and is a nice movement aid
also the rocky wall thing next to balc is a way better hiding spot than the ledge in balcony itself idk why the latter is removed
if you want to remove everything that is "odd map design" or "non intended by valve" the ledge on valley and the top of tube in last should be out too

[quote=Collaide]snip[/quote]
well what am i supposed to say? i think the ledge on that fence improves game flow and is a nice movement aid
also the rocky wall thing next to balc is a way better hiding spot than the ledge in balcony itself idk why the latter is removed
if you want to remove everything that is "odd map design" or "non intended by valve" the ledge on valley and the top of tube in last should be out too
141
#141
2 Frags +
sageCollaidesnipwell what am i supposed to say? i think the ledge on that fence improves game flow and is a nice movement aid
also the rocky wall thing next to balc is a way better hiding spot than the ledge in balcony itself idk why the latter is removed
if you want to remove everything that is "odd map design" or "non intended by valve" the ledge on valley and the top of tube in last should be out too

agreed

just do what ppl agreed on in this thread http://www.teamfortress.tv/41274/fixing-badlands#9

all that needs to be changed really is the ammo/spawn timers
maybe some clipping too, but removing the ledges on balc and stuff is unnecessary, and the invisible ledge on spire is useful in game and anyone who's played long enough knows it

[quote=sage][quote=Collaide]snip[/quote]
well what am i supposed to say? i think the ledge on that fence improves game flow and is a nice movement aid
also the rocky wall thing next to balc is a way better hiding spot than the ledge in balcony itself idk why the latter is removed
if you want to remove everything that is "odd map design" or "non intended by valve" the ledge on valley and the top of tube in last should be out too[/quote]
agreed

just do what ppl agreed on in this thread http://www.teamfortress.tv/41274/fixing-badlands#9

all that needs to be changed really is the ammo/spawn timers
maybe some clipping too, but removing the ledges on balc and stuff is unnecessary, and the invisible ledge on spire is useful in game and anyone who's played long enough knows it
142
#142
refresh.tf
4 Frags +
gemm

I don't deny that the spots can be useful in some situations, I just think they're bad map design, and I'm assuming you agree with me because you only say they're useful and that you need technical movement (jump and strafing slightly to the side)

sage

What you just said is a lot better, and you make a decent point. The reason I don't want to remove the lamp on last is because it is a good strategy to hold last and a lot of people like using it. The initial reaction the the fences not being there was not severe, I guess most people didn't realise they were changed until the play with them in real games. And I disagree with the game flow argument because these spots are safe places to get arrowed from which means your players will have a better chance at stayling alive = more possibility of stalemate.

bearodactyl

I did what was universally agreed on, and I fixed a couple of things that most would consider bad/sloppy map design (vents in last, bumping into lamps, getting stuck on metal beams, pixelwalk behind fence on spire, OG hiding spot in house is valve forgetting to clip the wall etc etc).

Granted the spawn times didn't change as much as I thought, I will have to look into that more potentially to favour the defenders even more. As far as I know the fast last cap time was considered "not fun" and that's why valve changed it.

But let me see what people actually think about these issues: http://www.strawpoll.me/14014174/r

EDIT:

gemm

My take on is if I re-add them they're gonna be visible, but if I'm gonna do that I need to make sure people want it. As for the other stuff I'm hoping to widen some of the doorways as well as raising several rooves.

[quote=gemm][/quote]
I don't deny that the spots can be useful in some situations, I just think they're bad map design, and I'm assuming you agree with me because you only say they're useful and that you need technical movement (jump and strafing slightly to the side)

[quote=sage][/quote]
What you just said is a lot better, and you make a decent point. The reason I don't want to remove the lamp on last is because it is a good strategy to hold last and a lot of people like using it. The initial reaction the the fences not being there was not severe, I guess most people didn't realise they were changed until the play with them in real games. And I disagree with the game flow argument because these spots are safe places to get arrowed from which means your players will have a better chance at stayling alive = more possibility of stalemate.

[quote=bearodactyl][/quote]
I did what was universally agreed on, and I fixed a couple of things that most would consider bad/sloppy map design (vents in last, bumping into lamps, getting stuck on metal beams, pixelwalk behind fence on spire, OG hiding spot in house is valve forgetting to clip the wall etc etc).

Granted the spawn times didn't change as much as I thought, I will have to look into that more potentially to favour the defenders even more. As far as I know the fast last cap time was considered "not fun" and that's why valve changed it.

[b]But let me see what people actually think about these issues: http://www.strawpoll.me/14014174/r[/b]

EDIT:
[quote=gemm][/quote]
My take on is if I re-add them they're gonna be visible, but if I'm gonna do that I need to make sure people want it. As for the other stuff I'm hoping to widen some of the doorways as well as raising several rooves.
143
#143
6 Frags +
CollaidegemmI don't deny that the spots can be useful in some situations, I just think they're bad map design, and I'm assuming you agree with me because you only say they're useful and that you need technical movement (jump and strafing slightly to the side)

yeah, they're bad map design in the sense that they're pixel walks, but they've been in the game for ages and they're little quirks you learn to like and i dont think they detract from the game

as others said, if just the fact that they're pixel walks means they should be removed then you should probably be consistent and try to remove every pixel walk, all the awkward sticky spots, widen every fucking doorway/hallway in the map and stuff like that. but imo that's way too much work and would barely make the map better

ty for getting feedback though <3

[quote=Collaide][quote=gemm][/quote]
I don't deny that the spots can be useful in some situations, I just think they're bad map design, and I'm assuming you agree with me because you only say they're useful and that you need technical movement (jump and strafing slightly to the side)[/quote]

yeah, they're bad map design in the sense that they're pixel walks, but they've been in the game for ages and they're little quirks you learn to like and i dont think they detract from the game

as others said, if just the fact that they're pixel walks means they should be removed then you should probably be consistent and try to remove every pixel walk, all the awkward sticky spots, widen every fucking doorway/hallway in the map and stuff like that. but imo that's way too much work and would barely make the map better

ty for getting feedback though <3
144
#144
2 Frags +

I feel like the enlarged barbed wire between the crates at mid looks odd and doesn't really make it obvious that its supposed to block splash.
I think it would look better and make it more obvious that rockets don't go through it if you bring the crates closer and use blockbullets between like this.
I made the changes in a vmf file, so you should be able to just copy it and paste special it into your vmf to see how it looks.
https://drive.google.com/file/d/0Bz-X38MFvlXaSVoxTkk0MjJzMmM If you like it, feel free to use or edit the changes I made, or if you're stubborn you could make the changes yourself. It's pretty easy to do. ¯\_(ツ)_/¯

I feel like the [url=https://i.imgur.com/nGDxg9F.jpg]enlarged barbed wire between the crates[/url] at mid looks odd and doesn't really make it obvious that its supposed to block splash.
I think it would look better and make it more obvious that rockets don't go through it if you bring the crates closer and use blockbullets between like [url=https://i.imgur.com/hgwFB4U.png]this[/url].
I made the changes in a vmf file, so you should be able to just copy it and paste special it into your vmf to see how it looks.
https://drive.google.com/file/d/0Bz-X38MFvlXaSVoxTkk0MjJzMmM If you like it, feel free to use or edit the changes I made, or if you're stubborn you could make the changes yourself. It's pretty easy to do. ¯\_(ツ)_/¯
145
#145
refresh.tf
5 Frags +

B3a out

(Dropbox) Download (b3b): https://www.dropbox.com/s/xcyumi4a4qcn9xv/cp_prolands_b3b.zip?dl=0

cp_prolands_b2c -> cp_prolands_b3a

CHANGELOG:
- Opened shutter on left balc (Defenders perspective, closed in b3b)
- Train hitbox fixed
- Fixed other stuff

Last cap time opinions please.

[h]B3a out[/h]

(Dropbox) Download (b3b): https://www.dropbox.com/s/xcyumi4a4qcn9xv/cp_prolands_b3b.zip?dl=0

cp_prolands_b2c -> cp_prolands_b3a

[b]CHANGELOG:[/b]
- Opened shutter on left balc (Defenders perspective, closed in b3b)
- Train hitbox fixed
- Fixed other stuff

Last cap time opinions please.
146
#146
-1 Frags +

https://twitter.com/4G_b4nny/status/925871523725950977

http://i0.kym-cdn.com/photos/images/original/001/273/780/f05.png

https://twitter.com/4G_b4nny/status/925871523725950977

[img]http://i0.kym-cdn.com/photos/images/original/001/273/780/f05.png[/img]
147
#147
refresh.tf
7 Frags +
Scrambledhttps://twitter.com/4G_b4nny/status/925871523725950977

what are you implying

[quote=Scrambled]https://twitter.com/4G_b4nny/status/925871523725950977[/quote]
what are you implying
148
#148
-4 Frags +
CollaideScrambledhttps://twitter.com/4G_b4nny/status/925871523725950977what are you implying

i dont really know

[quote=Collaide][quote=Scrambled]https://twitter.com/4G_b4nny/status/925871523725950977[/quote]
what are you implying[/quote]
i dont really know
149
#149
10 Frags +

Opening up that side of balcony is not a good idea for the defenders. It will make things very difficult to push out from as it already is a narrow choke to push through. With pushing balcony you want to actually get to spire fast and regain and control the high ground, not have to jump to trash where you will inevitably get smashed.
Demos can now hold that side of balcony and trash door very easily.
Soldiers will be able to make so much use off the open space to spam and not get punished for it.
If you did it to make the combo from an defenders perspective get to trash easier, it can still be punished heavily by a sniper as you have to cross the sight-line from balcony to get to trash.
Snipers can also look into that side of balcony super easy now from trash.

I really like the last point changes but please revert the balcony change, any player can take advantage off this openness too easily.

Opening up that side of balcony is not a good idea for the defenders. It will make things very difficult to push out from as it already is a narrow choke to push through. With pushing balcony you want to actually get to spire fast and regain and control the high ground, not have to jump to trash where you will inevitably get smashed.
Demos can now hold that side of balcony and trash door very easily.
Soldiers will be able to make so much use off the open space to spam and not get punished for it.
If you did it to make the combo from an defenders perspective get to trash easier, it can still be punished heavily by a sniper as you have to cross the sight-line from balcony to get to trash.
Snipers can also look into that side of balcony super easy now from trash.

I really like the last point changes but please revert the balcony change, any player can take advantage off this openness too easily.
150
#150
refresh.tf
1 Frags +
Irish_JoshOpening up that side of balcony is not a good idea for the defenders. It will make things very difficult to push out from as it already is a narrow choke to push through. With pushing balcony you want to actually get to spire fast and regain and control the high ground, not have to jump to trash where you will inevitably get smashed.
Demos can now hold that side of balcony and trash door very easily.
Soldiers will be able to make so much use off the open space to spam and not get punished for it.
If you did it to make the combo from an attackers perspective get to trash easier, it can still be punished heavily by a sniper as you have to cross the sight-line from choke to get to trash.
Snipers can also look into that side of balcony super easy now from trash.

I really like the last point changes but please revert the balcony change, any player can take advantage off this openness too easily.

good points

[quote=Irish_Josh]Opening up that side of balcony is not a good idea for the defenders. It will make things very difficult to push out from as it already is a narrow choke to push through. With pushing balcony you want to actually get to spire fast and regain and control the high ground, not have to jump to trash where you will inevitably get smashed.
Demos can now hold that side of balcony and trash door very easily.
Soldiers will be able to make so much use off the open space to spam and not get punished for it.
If you did it to make the combo from an attackers perspective get to trash easier, it can still be punished heavily by a sniper as you have to cross the sight-line from choke to get to trash.
Snipers can also look into that side of balcony super easy now from trash.

I really like the last point changes but please revert the balcony change, any player can take advantage off this openness too easily.[/quote]
good points
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