![]() This mainly comes about from Hydro's sheer size and multiple segments working against it - the abundance of reused level design means most players get lost, even with guiding signs. Generally, a round on Hydro ends either in a steamroll or a stalemate, with no middle ground whatsoever. Hydro, one of the first six maps of the game, was all but abandoned from server rotations within a few months of release, and it remains that way to the present day.Thus, the map greatly favors REDs effortless defensive play over BLUs floundering offensive play. Many of the classes struggle on this map and can't employ their skills due to the suffocatingly tight quarters. The map is a maze of almost nothing but chokepoints, the control points are boxed-in rooms that can be easily spammed out, and the almost-omnipresent low ceiling stifles attempts to blast jump. Junction is reviled for its ultra-cramped environment.Later multi-stage maps cap the time limit at 8 or 9 minutes, alleviating this issue a bit. Trying to fight for that long is exhausting for both teams. The round timer on stage 3 typically lasts 20 minutes. While Dustbowl earns its ire for having narrow passageways and easily-defended chokepoints seemingly everywhere, it's stage 3 that's the really tough part.Due to the issues with capturing and the infinitely long round timer, Hightower is so infamously stalemate-prone that it's been unofficially adopted as the game's premier deathmatch map, to the point that attempting to cap the objective without both teams' consent is in some cases punishable by votekick. And it's right outside the defending team's spawn, so be prepared to have to fight off endless hordes of enemies just spamming up onto that platform. If that wasn't bad enough, the map essentially makes teams do that twice but this time, the cart is going straight up on a platform with very little footing and cover. It takes a long while to push up the hill, an Engy probably has a level 3 sentry set up in the building, it's easy to get surrounded, the defending side will usually have the height advantage, and the cart will return to the bottom if it's not pushed the whole way up. About halfway through the tracks is a hill which the cart must be pushed up. While the emphasis on verticality does make it famous for the many Trolldiers market gardening left right and center, the map itself lasts very, very long. And that's if you're lucky enough not to get put in a 2Fort server overrun with friendlies who take the intel and consciously choose not to cap to purposely stall out the match infinitely, calling anyone who tries to cap the intel a fun-hating tryhard. Both teams escape routes intersect just outside their spawn rooms through narrow chokepoints, effectively encouraging the opposite team to spawn-camp to succeed. ![]() Worse still are the return trips upon stealing the intelligence. The lack of flank routes, the constant Sniper wars in the area between bases (which means they're on high alert and ready to shoot anyone on sight), and the ease of setting up sentries to guard the intel leads to the map being played for hours on end. For some, the Nostalgia Level 2Fort, nicknamed "Turtlefort". ![]()
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