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ESEA S14 Map Discussion
31
#31
1 Frags +
crespiCould cp_foundry ever be taken seriously as a new map?

Not trolling.

Didn't the Euros have a Foundry cup to see if it could work?

I'm pretty sure it was terrible and completely Sniper dominated.

[quote=crespi]Could cp_foundry ever be taken seriously as a new map?

Not trolling.[/quote]

Didn't the Euros have a Foundry cup to see if it could work?

I'm pretty sure it was terrible and completely Sniper dominated.
32
#32
0 Frags +
crespiCould cp_foundry ever be taken seriously as a new map?

Not trolling.

It's way too open on points, 2 and 4 could easily be a last point anywhere else.

[quote=crespi]Could cp_foundry ever be taken seriously as a new map?

Not trolling.[/quote]

It's way too open on points, 2 and 4 could easily be a last point anywhere else.
33
#33
6 Frags +

Keep metalworks (even if it gets a few tweaks) in, I think the map pool is good as is.

Keep metalworks (even if it gets a few tweaks) in, I think the map pool is good as is.
34
#34
10 Frags +

Metalworks and Gravelpit should not be removed.

Metalworks and Gravelpit should not be removed.
35
#35
2 Frags +

Gravelpit out.
Metalworks stays.

Gravelpit out.
Metalworks stays.
36
#36
4 Frags +
BentomatMa3laaAre there any other good koth maps, viaduct blowsSomeone who knows what he's talking about should test koth_arctic. It's shaped like viaduct, but bigger, with a couple crates added from granary mid.

Arctic's sight lines are even bigger than Viaduct's, it's ridiculous. I've only played it in highlander, but it wasn't very fun there, and I doubt it would be any better in 6s.

[quote=Bentomat][quote=Ma3laa]Are there any other good koth maps, viaduct blows[/quote]
Someone who knows what he's talking about should test koth_arctic. It's shaped like viaduct, but bigger, with a couple crates added from granary mid.[/quote]
Arctic's sight lines are even bigger than Viaduct's, it's ridiculous. I've only played it in highlander, but it wasn't very fun there, and I doubt it would be any better in 6s.
37
#37
4 Frags +

metalworks!
metalworks!
i love metalworks

metalworks!
metalworks!
i love metalworks
38
#38
17 Frags +
BentomatMa3laaAre there any other good koth maps, viaduct blowsSomeone who knows what he's talking about should test koth_arctic. It's shaped like viaduct, but bigger, with a couple crates added from granary mid.

arctic is a literal pile of shit
THE most unoptimized map ive ever played

[quote=Bentomat][quote=Ma3laa]Are there any other good koth maps, viaduct blows[/quote]
Someone who knows what he's talking about should test koth_arctic. It's shaped like viaduct, but bigger, with a couple crates added from granary mid.[/quote]
arctic is a literal pile of shit
[b]THE[/b] most unoptimized map ive ever played
39
#39
-6 Frags +

cp_obscure in
cp_metalworks out
cp_process stay

cp_obscure in
cp_metalworks out
cp_process stay
40
#40
10 Frags +

Being honest here, the worst map in rotation right now is snakewater. Map is garbage, has all the problems of every map that was ever voted out and is still in??? Broken forward spawns, last impossible to push out of unless other team is bad, mid fight is bad, sniper dominant (stupid sightlines on every point), heavy broken, 4 man suicide bullshit

Second would be metalworks. I don't like how the map is designed, small corridors that are impossible to push out of unless the other team pushes first, must rely on soldiers for anything to get done (which is why I always hear soldier or soldier reliant teams talk well about this map)

otherwise decent rotation, every map has a few flaws but these two are pretty big contenders for most flaws

Being honest here, the worst map in rotation right now is snakewater. Map is garbage, has all the problems of every map that was ever voted out and is still in??? Broken forward spawns, last impossible to push out of unless other team is bad, mid fight is bad, sniper dominant (stupid sightlines on every point), heavy broken, 4 man suicide bullshit

Second would be metalworks. I don't like how the map is designed, small corridors that are impossible to push out of unless the other team pushes first, must rely on soldiers for anything to get done (which is why I always hear soldier or soldier reliant teams talk well about this map)

otherwise decent rotation, every map has a few flaws but these two are pretty big contenders for most flaws
41
#41
1 Frags +

If you keep the same number of stopwatch/koth maps you could do
cp_gravelpit->cp_edifice
or
koth_viaduct->koth_ashville

I've only played koth_ashville in pugs, but it's 10x less painful than viaduct.

If you keep the same number of stopwatch/koth maps you could do
cp_gravelpit->cp_edifice
or
koth_viaduct->koth_ashville

I've only played koth_ashville in pugs, but it's 10x less painful than viaduct.
42
#42
0 Frags +

Badlands, Granary, Process, and Snake are all solid maps.

Gully has somewhat annoying spawn times but the map apart from last is enjoyable.

If certain areas of Metalworks were less choky (I'm thinking the push from mid to 2nd in particular), I could see it being a fun map.

I would like to keep at least one KOTH and stopwatch map because the modes are interesting and fun to watch.

I feel like there are some misconceptions about Viaduct that prevent people from enjoying it. There could definitely be a better KOTH map, but there aren't any yet.

Gravelpit is probably the most stressful map for me to play, but the stopwatch format is a lot of fun so I'm reluctant to move it out. Until there's a clear map that we should put into the rotation, keeping it as is seems like the best move.

Badlands, Granary, Process, and Snake are all solid maps.

Gully has somewhat annoying spawn times but the map apart from last is enjoyable.

If certain areas of Metalworks were less choky (I'm thinking the push from mid to 2nd in particular), I could see it being a fun map.

I would like to keep at least one KOTH and stopwatch map because the modes are interesting and fun to watch.

I feel like there are some misconceptions about Viaduct that prevent people from enjoying it. There could definitely be a better KOTH map, but there aren't any yet.

Gravelpit is probably the most stressful map for me to play, but the stopwatch format is a lot of fun so I'm reluctant to move it out. Until there's a clear map that we should put into the rotation, keeping it as is seems like the best move.
43
#43
0 Frags +

Get rid of Gpit please. Its so dumb playing that map. Sure its fun for the spectators to watch it, I think playing it is terrible compared to playing koth or cp5. It's also dumb that its in the finals if the lower seed wins the first map, since no one ever wants to scrim gpit if it isn't gpit week. If Edifice is balanced and ready for next season It'd be nice to see it in, or just use 2 koth maps instead of 1 A&D and 1 Koth.

Get rid of Gpit please. Its so dumb playing that map. Sure its fun for the spectators to watch it, I think playing it is terrible compared to playing koth or cp5. It's also dumb that its in the finals if the lower seed wins the first map, since no one ever wants to scrim gpit if it isn't gpit week. If Edifice is balanced and ready for next season It'd be nice to see it in, or just use 2 koth maps instead of 1 A&D and 1 Koth.
44
#44
22 Frags +

I still love standin

Just sayin...

I still love standin

Just sayin...
45
#45
-8 Frags +

gpit your time here is ogre

gpit your time here is ogre
46
#46
12 Frags +

We've been playing quite a few new maps in the New Map Pugs group and we have determined that the only new map that should be considered is Edifice. Edifice is Gpit-style map that is really fun to play in pugs. It has issues, but I would say it's just as ESEA-ready as Process was. Just fix the heavy problems and put it in the rotation. This map really allows for more dynamic gameplay. Instead of the points being capped in the order of A->B->C like Gpit (caused by not-so-great designing), either A or B can be capped in either order. The defending team could defend A, B, or both (the map is small enough to defend both). It's basically just an extremely well-designed map, and we're very lucky to have it.

As for the other possible new map candidates:
Wetcoal: Still has many problems, such as mid being the size of about 5 football fields (not really, but it's large). This map cannot have its problems fixed AND be textured by the time the map vote rolls around.
Vanguard: Probably not ready. B3 had this awkward backcap area, and B4 removed one of the doors in that area, keeping one (the higher one); that door should probably be more angled towards the door. B4 wasn't tested as it was unplayable. B4a still needs to be tested.
Harbour: Not happening, still in alpha. Won't be done in time, even if it had all of its problems fixed.
Quay: I don't really remember it. I would need to play it again, but I do remember it being awkward to play.
Granary Pr- no. It's worse than the original from just looking at it.
Torx: I'd say this would be better than Viaduct, but it's an older map that never got out of Alpha. We'd either need the original mapmaker to finish it or get the map file from him and have someone else finish it.

I'd remove Viaduct and vote in Edifice. Viaduct isn't really that great of a map, there's just nothing better and it seems like it's only in because it's a KoTH map and the best one we have. I feel like we would be better off without it, and wait until a good KoTH map is made. If I'm honest, Ashville is better than Viaduct from a medic standpoint (at least for me), but from what I've heard from others it's not really great for anyone else. In addition, we've tested Arctic in some pugs and it wasn't that great. Not any worse than Viaduct, in my opinion, except that it's large (to be fair it was made for Highlander); it's not really worth it to vote in. So I'd just make this coming season CP just to be safe.

Continued in the next post

We've been playing quite a few new maps in the New Map Pugs group and we have determined that the only new map that should be considered is Edifice. Edifice is Gpit-style map that is really fun to play in pugs. It has issues, but I would say it's just as ESEA-ready as Process was. Just fix the heavy problems and put it in the rotation. This map really allows for more dynamic gameplay. Instead of the points being capped in the order of A->B->C like Gpit (caused by not-so-great designing), either A or B can be capped in either order. The defending team could defend A, B, or both (the map is small enough to defend both). It's basically just an extremely well-designed map, and we're very lucky to have it.

As for the other possible new map candidates:
[b]Wetcoal:[/b] Still has many problems, such as mid being the size of about 5 football fields (not really, but it's large). This map cannot have its problems fixed AND be textured by the time the map vote rolls around.
[b]Vanguard:[/b] Probably not ready. B3 had this awkward backcap area, and B4 removed one of the doors in that area, keeping one (the higher one); that door should probably be more angled towards the door. B4 wasn't tested as it was unplayable. B4a still needs to be tested.
[b]Harbour:[/b] Not happening, still in alpha. Won't be done in time, even if it had all of its problems fixed.
[b]Quay:[/b] I don't really remember it. I would need to play it again, but I do remember it being awkward to play.
[b]Granary Pr-[/b] no. It's worse than the original from just looking at it.
[b]Torx:[/b] I'd say this would be better than Viaduct, but it's an older map that never got out of Alpha. We'd either need the original mapmaker to finish it or get the map file from him and have someone else finish it.

I'd remove Viaduct and vote in Edifice. Viaduct isn't really that great of a map, there's just nothing better and it seems like it's only in because it's a KoTH map and the best one we have. I feel like we would be better off without it, and wait until a good KoTH map is made. If I'm honest, Ashville is better than Viaduct from a medic standpoint (at least for me), but from what I've heard from others it's not really great for anyone else. In addition, we've tested Arctic in some pugs and it wasn't that great. Not any worse than Viaduct, in my opinion, except that it's large (to be fair it was made for Highlander); it's not really worth it to vote in. So I'd just make this coming season CP just to be safe.

Continued in the next post
47
#47
4 Frags +

As for the rest of the maps:

Badlands: It's a classic. You just have to have it.
Granary: Has its issues (asymmetry, bad spawns on Red), but it's not that big of a deal right now.
Process: It's amazing, probably some minor flaws that I've missed though. Scorpio, just make it so that when I'm playing scout, I don't get caught on the 2nd point spawn door.
Metalworks: It's pretty new, and really isn't that bad. I'd place it up there with Snake and Gully. Not necessarily good maps, but not bad maps either. It's also being worked on, which is always a good thing.
Snakewater: Personally, I find it fun. It's somewhat awkward, but not too bad. I don't know how to explain its awkwardness though.
Goooolywawsh Gullywash: Might be one of the worst 5CP maps in the rotation right now. Not saying it's bad, but this map is somewhat more awkward than the others in the rotation. For example, water. A route under the point is a little weird, don't you think? Of course, if this was to be removed, then the point would pretty much be uncappable most of the time due to the layout of the rest of last. This could be fixed with a major overhaul of last. 2nd is less awkward as being able to cap the point on two levels is weird, but that doesn't matter much. Mid is pretty similar to Badlands in some respects. It might need some work, but I'm not sure what does; maybe nothing does. Someone better at TF2 than I am (so, most comp players) would be able to comment on this better. Removing Gully would mean that we won't hear cbear say "Gooolywawsh" anymore; just think about that.
Gravel Pit: Not exactly the most fun map to play, but it's really good for spectators. This map really does separate the teams that get by with good DM from the teams that really know how to play TF2 well. It would kinda be a shame to lose it. Never mind I'm stupid. Go ahead and vote it out then, I guess. Although it might truly be best to keep the same rotation.

Of course, my opinions don't really have that much value as I don't have much experience.

As for the rest of the maps:

[b]Badlands:[/b] It's a classic. You just have to have it.
[b]Granary:[/b] Has its issues (asymmetry, bad spawns on Red), but it's not that big of a deal right now.
[b]Process:[/b] It's amazing, probably some minor flaws that I've missed though. Scorpio, just make it so that when I'm playing scout, I don't get caught on the 2nd point spawn door.
[b]Metalworks:[/b] It's pretty new, and really isn't that bad. I'd place it up there with Snake and Gully. Not necessarily good maps, but not bad maps either. It's also being worked on, which is always a good thing.
[b]Snakewater:[/b] Personally, I find it fun. It's somewhat awkward, but not too bad. I don't know how to explain its awkwardness though.
[b][s]Goooolywawsh[/s] Gullywash:[/b] Might be one of the worst 5CP maps in the rotation right now. Not saying it's bad, but this map is somewhat more awkward than the others in the rotation. For example, water. A route under the point is a little weird, don't you think? Of course, if this was to be removed, then the point would pretty much be uncappable most of the time due to the layout of the rest of last. This could be fixed with a major overhaul of last. 2nd is less awkward as being able to cap the point on two levels is weird, but that doesn't matter much. Mid is pretty similar to Badlands in some respects. It might need some work, but I'm not sure what does; maybe nothing does. Someone better at TF2 than I am (so, most comp players) would be able to comment on this better. Removing Gully would mean that we won't hear cbear say "Gooolywawsh" anymore; just think about that.
[b]Gravel Pit:[/b] [s]Not exactly the most fun map to play, but it's really good for spectators. This map really does separate the teams that get by with good DM from the teams that really know how to play TF2 well. It would kinda be a shame to lose it.[/s] Never mind I'm stupid. Go ahead and vote it out then, I guess. Although it might truly be best to keep the same rotation.

Of course, my opinions don't really have that much value as I don't have much experience.
48
#48
5 Frags +

Badlands, granary, and gullywash are fine.

Process second is such an awkward point.

Snakewater is just collectively bad.

Metalworks is a pretty solid map. However, they need to lower the skybox so soldiers don't have retarded double jumps that put them in outerspace.

Pro viaduct is better than the old viaduct but it's still a bad map.

Gpit is a bad map.

The koth and a/d map playstyles are great. I just think the maps where we play those modes are shit.

Badlands, granary, and gullywash are fine.

Process second is such an awkward point.

Snakewater is just collectively bad.

Metalworks is a pretty solid map. However, they need to lower the skybox so soldiers don't have retarded double jumps that put them in outerspace.

Pro viaduct is better than the old viaduct but it's still a bad map.

Gpit is a bad map.

The koth and a/d map playstyles are great. I just think the maps where we play those modes are shit.
49
#49
10 Frags +

The very clearly obvious correct play here is to keep our current solid, widely well-regarded rotation tentatively intact. There will always be problems with certain maps, and there will always be people who have problems with certain maps, but I feel like the general sense this season has been favorable towards metalworks and process.

It's absurd to me to consider replacing classic maps in tricky gamemodes like gpit without EXTENSIVE testing of possible alternatives. I don't mean lobbies; I don't mean pugs on Friday night when everyone except lansky is drunk or high.

Give this rotation another season and, in the meantime, do some legitimate testing of edifice. Ashville is an example of a map that has been tested well enough to consider as a replacement.

Finally, warmfront and yukon (and I guess follower as well although it hasn't come up yet) really should not be considered as candidates. For those of you newer players, these maps have been played in ESEA and voted out by the community. Just because you topfragged with the beggar's bazooka on warmfront on Star's server doesn't mean it's a good map.

The very clearly obvious correct play here is to keep our current solid, widely well-regarded rotation tentatively intact. There will always be problems with certain maps, and there will always be people who have problems with certain maps, but I feel like the [i]general sense[/i] this season has been favorable towards metalworks and process.

It's absurd to me to consider replacing classic maps in tricky gamemodes like gpit without EXTENSIVE testing of possible alternatives. I don't mean lobbies; I don't mean pugs on Friday night when everyone except lansky is drunk or high.

Give this rotation another season and, in the meantime, do some [i]legitimate[/i] testing of edifice. Ashville is an example of a map that has been tested well enough to consider as a replacement.

Finally, warmfront and yukon (and I guess follower as well although it hasn't come up yet) really should not be considered as candidates. For those of you newer players, these maps have been played in ESEA and voted out by the community. Just because you topfragged with the beggar's bazooka on warmfront on Star's server doesn't mean it's a good map.
50
#50
1 Frags +

The map pool this past season was pretty good for the most part, and I really wouldn't change much.

cp_process:
Good map, should stay in the rotation.

koth_pro_viaduct:
Not my favorite map to play, but it's still a decent map. Should either keep this map in the rotation or try out another koth map so we don't ONLY have cp maps in the rotation (personally I'd like to try out koth_ashville, I remember that map being pretty fun. NOT CP_ashville though).

cp_gullywash:
Pretty solid map. Should probably stay in the map rotation.

cp_metalworks:
Wasn't that bad actually, just felt a little big. Wouldn't mind playing this map again, but at the same time, wouldn't be sad to see it go.

cp_gravelpit:
Pretty good map, and the attack/defend game type adds a little variety to the map pool. Plus, G-pit matches are usually pretty fun to watch. Should probably stay in the map rotation unless there's another map people want to try out.

cp_snakewater:
Pretty good map, don't really like the last point, but it's a solid map overall. Should stay in the map rotation.

cp_badlands/cp_granary:
Don't see these getting replaced anytime soon.

Just my opinions on the maps, I don't really mind if anyone disagrees with me. Hope the map pool continues to get better.

The map pool this past season was pretty good for the most part, and I really wouldn't change much.

cp_process:
Good map, should stay in the rotation.

koth_pro_viaduct:
Not my favorite map to play, but it's still a decent map. Should either keep this map in the rotation or try out another koth map so we don't ONLY have cp maps in the rotation (personally I'd like to try out koth_ashville, I remember that map being pretty fun. NOT CP_ashville though).

cp_gullywash:
Pretty solid map. Should probably stay in the map rotation.

cp_metalworks:
Wasn't that bad actually, just felt a little big. Wouldn't mind playing this map again, but at the same time, wouldn't be sad to see it go.

cp_gravelpit:
Pretty good map, and the attack/defend game type adds a little variety to the map pool. Plus, G-pit matches are usually pretty fun to watch. Should probably stay in the map rotation unless there's another map people want to try out.

cp_snakewater:
Pretty good map, don't really like the last point, but it's a solid map overall. Should stay in the map rotation.

cp_badlands/cp_granary:
Don't see these getting replaced anytime soon.

Just my opinions on the maps, I don't really mind if anyone disagrees with me. Hope the map pool continues to get better.
51
#51
-7 Frags +
hookyGravel Pit: Not exactly the most fun map to play, but it's really good for spectators. This map really does separate the teams that get by with good DM from the teams that really know how to play TF2 well. It would kinda be a shame to lose it. However, I think it will be voted out for Edifice.

But we've known since season 5 that gpit is for dm junkies?

[quote=hooky]
[b]Gravel Pit:[/b] Not exactly the most fun map to play, but it's really good for spectators. This map really does separate the teams that get by with good DM from the teams that really know how to play TF2 well. It would kinda be a shame to lose it. However, I think it will be voted out for Edifice.[/quote]

But we've known since season 5 that gpit is for dm junkies?
52
#52
2 Frags +

i think for once in my life i finally agree with something blank says

i think for once in my life i finally agree with something blank says
53
#53
1 Frags +
danaIt's absurd to me to consider replacing classic maps in tricky gamemodes like gpit without EXTENSIVE testing of possible alternatives. I don't mean lobbies; I don't mean pugs on Friday night when everyone except lansky is drunk or high.

Give this rotation another season and, in the meantime, do some legitimate testing of edifice. Ashville is an example of a map that has been tested well enough to consider as a replacement.

Yeah, I made a thread about scheduling scrims on Edifice. Problem is, everyone would much rather scrim Badlands (especially during the offseason when they don't need to focus on specific maps). For the record I don't think many new maps have been extensively tested prior to inclusion in ESEA. Don't quote me on that because I'm probably very wrong.

And I hope you either meant to imply koth_ashville or you meant to type "hasn't." Although even koth_ashville isn't the best choice in my opinion (maybe better than Viaduct though).

[quote=dana]It's absurd to me to consider replacing classic maps in tricky gamemodes like gpit without EXTENSIVE testing of possible alternatives. I don't mean lobbies; I don't mean pugs on Friday night when everyone except lansky is drunk or high.

Give this rotation another season and, in the meantime, do some [i]legitimate[/i] testing of edifice. Ashville is an example of a map that has been tested well enough to consider as a replacement.[/quote]
Yeah, I made a thread about scheduling scrims on Edifice. Problem is, everyone would much rather scrim Badlands (especially during the offseason when they don't need to focus on specific maps). For the record I don't think many new maps have been extensively tested prior to inclusion in ESEA. Don't quote me on that because I'm probably very wrong.

And I hope you either meant to imply koth_ashville or you meant to type "hasn't." Although even koth_ashville isn't the best choice in my opinion (maybe better than Viaduct though).
54
#54
0 Frags +

Yeah let me clear that up I absolutely meant koth_ashville not cp_ashville a.k.a. that-map-whose-name-we-dare-not-speak a.k.a. cp_auschwitz.

Yeah let me clear that up I absolutely meant koth_ashville not cp_ashville a.k.a. that-map-whose-name-we-dare-not-speak a.k.a. cp_auschwitz.
55
#55
0 Frags +
crespiCould cp_foundry ever be taken seriously as a new map?

Not trolling.

last needs a revamp and 2nd could use some fixing but I really like mid, I think it's pretty unique and more or less good as is

cp_foundry_pro pls

[quote=crespi]Could cp_foundry ever be taken seriously as a new map?

Not trolling.[/quote]
last needs a revamp and 2nd could use some fixing but I really like mid, I think it's pretty unique and more or less good as is

cp_foundry_pro pls
56
#56
-4 Frags +

Keep GPit and and add edifice.

Remove Snakewater/Gully ._.

MORE VARITY!~~

Keep GPit and and add edifice.

Remove Snakewater/Gully ._.

MORE VARITY!~~
57
#57
1 Frags +

Wasn't Sigma working on koth_granary?

Wasn't Sigma working on koth_granary?
58
#58
1 Frags +
2sy_morphiendhookyGravel Pit: Not exactly the most fun map to play, but it's really good for spectators. This map really does separate the teams that get by with good DM from the teams that really know how to play TF2 well. It would kinda be a shame to lose it. However, I think it will be voted out for Edifice.
But we've known since season 5 that gpit is for dm junkies?

I've only been here since S10 LAN, and I haven't payed too much attention to Gpit. Now that I think about it, Edifice might be the one that requires good teamwork. Of course, we won't truly know until it's scrimmed.

BerethWasn't Sigma working on koth_granary?

Yes, but it seems like he stopped.

[quote=2sy_morphiend][quote=hooky]
[b]Gravel Pit:[/b] Not exactly the most fun map to play, but it's really good for spectators. This map really does separate the teams that get by with good DM from the teams that really know how to play TF2 well. It would kinda be a shame to lose it. However, I think it will be voted out for Edifice.[/quote]

But we've known since season 5 that gpit is for dm junkies?[/quote]
I've only been here since S10 LAN, and I haven't payed too much attention to Gpit. Now that I think about it, Edifice might be the one that requires good teamwork. Of course, we won't truly know until it's scrimmed.

[quote=Bereth]Wasn't Sigma working on koth_granary?[/quote]
Yes, but it seems like he stopped.
59
#59
-6 Frags +

Snake out MAYBE if edifice is good enough to replace it. A/D maps are the most fun IMO because you actually have strategic options rather than just deciding which of 2 ways to push etc. I like snake it just seems a bit awkward especially on last and mid.

On that note, snake water pro anyone? Move back forward spawns to like just outside saw (on the side closer to mid).

Snake out MAYBE if edifice is good enough to replace it. A/D maps are the most fun IMO because you actually have strategic options rather than just deciding which of 2 ways to push etc. I like snake it just seems a bit awkward especially on last and mid.

On that note, snake water pro anyone? Move back forward spawns to like just outside saw (on the side closer to mid).
60
#60
3 Frags +
danaYeah let me clear that up I absolutely meant koth_ashville not cp_ashville a.k.a. that-map-whose-name-we-dare-not-speak a.k.a. cp_auschwitz.

both ashville's are pretty terrible tbh

[quote=dana]Yeah let me clear that up I absolutely meant koth_ashville not cp_ashville a.k.a. that-map-whose-name-we-dare-not-speak a.k.a. cp_auschwitz.[/quote]
both ashville's are pretty terrible tbh
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