The change to spawn location should ease the problem attacking teams have pushing the final CP - if only someone would take another pass at the final CP of Freight.
Joined: Sun Apr 11, 2010 12:01 am Posts: 1881 Location: South Bucks, UK
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Re: cp_snakewater_rc3
henchling wrote:
The change to spawn location should ease the problem attacking teams have pushing the final CP - if only someone would take another pass at the final CP of Freight.
God I wish, my team lost so many games because we just couldn't take last even with multiple tries. Doesn't help when the russkis go Heavy/Engy/Pyro/Sniper too.
Anyways, so where did they move the spawn to? It was next to mid before iirc. Cheers.
The default spawn location - in this scenario, the defending team's spawn -has been changed:
rc3
rc4
rc3
rc4
rc3
rc4
Moving the spawn further back should prevent teams from quickly running back to spawn for health/ammo, and defending Medics won't, in theory, be able to sit safely in spawn, with uber/buffing teammates, until the point is threatened.
The only other significant change I've noticed has been made to the attacking team's left route to CP2:
rc3
rc4
rc3
rc4
I'm still of the mind that Snakewater would benefit from a clearly defined yard, Ã la Granary & Badlands, between mid & CP2, but the change should prevent this flank from being locked down quite so easily.
Mon Jul 25, 2011 2:10 pm
Trent
HH Donor
Joined: Sun Apr 11, 2010 12:01 am Posts: 1881 Location: South Bucks, UK
STEAM_0:1:20535267
Re: cp_snakewater_rc3
Good changes, and I agree henchling, perhaps removing the section of wall between the two exits from the 'house' onto what currently passes for a 'yard' (in front of the forward spawn door, below the window) would open it up more like Granary and allow more dynamic pushes.
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