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TF Tuesdays 5/1
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Mad Hatter
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#1
05-01-2012, 06:23 AM

Underplayed this week with one exception...

pl_vesper_b4 - Testing again this week Smile

ctf_snowdrift

cp_snakewater_rc2


Server: Red
Time: 8pm CST


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Dtrain323i
Oprah Winfrey


Posts: 3,067
Joined: Nov 2009
#2
05-01-2012, 02:21 PM

I will either be looking at dogs or shooting nazis






11:35 Socks Greatbacon_work: Just accept the idea of enemas.
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Eightball
Booze Makes Me Gay
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Posts: 1,557
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#3
05-01-2012, 03:03 PM

Would be there, but the exam I've been shitting myself over is at 7. Hope you guys have fun though!
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Moosendoo
"Keep your shit tight"


Posts: 574
Joined: Sep 2008
#4
05-01-2012, 03:42 PM

I'll be there.

(05-01-2012, 03:03 PM)Eightball link Wrote: Would be there, but the exam I've been shitting myself over is at 7. Hope you guys have fun though!

Good luck!


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TOH
BRB, Posting


Posts: 634
Joined: Jul 2010
#5
05-01-2012, 05:56 PM

TFT 5/1 - Now with Whole Gainz


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HeK
Rotartsinimda
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#6
05-01-2012, 05:59 PM

Will be missing this one as well. At my parents, fixing all their computers.

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Sogo
Didzo of Crafting


Posts: 1,025
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#7
05-01-2012, 10:12 PM

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[move][/move]
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vilepickle
Lurker


Posts: 84
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#8
05-02-2012, 06:45 AM

How'd the test go?  Gladly accepting demos Big Grin
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Kor
Crits = Skill
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Posts: 1,654
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#9
05-02-2012, 10:49 AM

(05-02-2012, 06:45 AM)vilepickle link Wrote: How'd the test go?  Gladly accepting demos Big Grin

Cart never bugged out this time around. I do have some input though.

The main stone wall of the map, just by the second point. All of those wooden pillars you have along the wallface, facing the blue spawn, have a sliver of space to stand on. Demo/Solly spam from over the top of the wall can cripple any defense leading into the third and fouth points. Seems like something unintentional. Otherwise, good flow to the map for the first 4 points. Middle points are lacking something something, either spawn timers are a little sparse or the action isn't meant to be held at that particular point. Last area feels a little open. As an engi, there's simply too many altitudes available to ever mount an effect last point defense. SG's are worthless in the back half of the map, there are precious few corners and the distances available for bombardment are so long even a wrangleg SG wouldn't suffice. Simply put, after the first 4 points, steamrolls happen. Just something to consider.


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Mad Hatter
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#10
05-02-2012, 11:27 AM

(05-02-2012, 10:49 AM)Kor link Wrote: [quote author=vilepickle link=topic=6338.msg244237#msg244237 date=1335959128]
How'd the test go?  Gladly accepting demos Big Grin

Cart never bugged out this time around. I do have some input though.

The main stone wall of the map, just by the second point. All of those wooden pillars you have along the wallface, facing the blue spawn, have a sliver of space to stand on. Demo/Solly spam from over the top of the wall can cripple any defense leading into the third and fouth points. Seems like something unintentional. Otherwise, good flow to the map for the first 4 points. Middle points are lacking something something, either spawn timers are a little sparse or the action isn't meant to be held at that particular point. Last area feels a little open. As an engi, there's simply too many altitudes available to ever mount an effect last point defense. SG's are worthless in the back half of the map, there are precious few corners and the distances available for bombardment are so long even a wrangleg SG wouldn't suffice. Simply put, after the first 4 points, steamrolls happen. Just something to consider.
[/quote]


I unfortunately did not take a demo, however we did have an SG on last point during the first test that held for a long time. BUT it was more of area denial as Red held positions mostly ahead of the SG.

There is a ledge over that stone wall that can be stood on and spammed over though.

2nd point just seems difficult too....like the 1st and 3rd points offer no resistance, the second is difficult, and the last can be depending on team balance / if they had time to set up


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vilepickle
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#11
05-02-2012, 11:28 PM

Thanks for the comments!  Do you have a screenshot perchance of this ledge I missed?  I may be able to find it hunting, though.

I'm thinking I might remove the far-top bridge/catwalk thing at last that BLU has access to.  It seems to offer too many attacking options.

I'd like to rework CP2 some.  For one, I want to make it so the altitudes there aren't so crazy uneven, like one giant catwalk.  For starters I'll make the right entrance (for BLU) more of a platform than a catwalk entrance.

It's interesting that CP3 is a streamroll usually.  It's a pretty conflicted path that both teams can have a lot of access to, so perhaps it's lack of map knowledge at this point.  Or, the timing is off and the amount of time that it takes for BLU to get up to CP3 is too short.
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