Map Design Failures #1 - TF2 Beach Train
The first match went on for 30 minutes (from my end) from what others said it went on longer before I came in; it had to be one of the most balanced and smallest maps I've been on.
Pros
1. Overdose was made useful thanks to the map being small
2. A good amount of flanking routes
3. Made medic useful
4. Gave Spy a way of traversing around
Cons
1. The map is too balanced
A map being too balanced leads to these issues of even trade of blows back and forth, it went on way too long and had a constant non-stop no room to breath struggle fight with both sides.
Both sides went blow for blow the same classes to counter each other expect for the fact I stayed as Medic while the map was encouraging defensive play.
That without Medic; we would've lost. The only reason why we won the second time around was the fact as Medic we had an extra Medic so we won in less than 10 minutes effectively.
2. Medic's crossbow was made less useful on this map
Medic's only good ranged healing weapon was made useless, on the other hand the other Medic weapons are given better uses.
3. Map was too small
Because the map was so small for a Payload race map; it made it where people jumping back into the fight quickly became an issue very quickly with little to no spots to get away from a quick set up of a sentry.
Important take away
You can't have a map design that benefits every class without sucking for everyone; as much as it sucks to say, balanced game is boring and not fun.
When a slight shift in team set up happens; one side gets steam rolled or the other side does the steam rolling.
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