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HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure 
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
On Coldfront you are able to jump on the point from behand, very usefull for spies.

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Fri Sep 09, 2011 3:48 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
Which pool did the new maps get put in? Did snakewater and bazillion get moved up to "good maps" category?


Tue Sep 13, 2011 6:12 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
Warmfront is hardly any better than Coldfront. It just looks worse.


Fri Sep 16, 2011 9:56 am
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
What warmfront attempts to do. Written by author.

Quote:
Addresses problems with coldfront:
- Snow textures, hard to see.
- Snow particles, FPS loss.
- Ambient noise, hard to hear and just annoying.
- cp1 hard to attack.
- cp2 hard to attack.


List of changes:
- retextured
- removed snow particles
- removed ambient noise
- added glass to cp1
- widened far right entrance into cp2
- raised main garage door height on cp2
- moved cap area closer to main garage door in cp2
- changed far left entrance into cp2


Reasoning for changes:
- Textures, particles and ambient noise are pretty self explanatory.

- Attacking cp1 can be difficult. I think the map fell victim to the 2 heavy defense and turtling behind the cp. The ruleset now only allows one heavy. With the glass it allows for teams to push further in without having to uber so early, and also allows them to cap the point if the defense decides to hide behind the point (cp_badlands).

- Attacking cp2 can be difficult. Widening the far right entrance makes it more viable to push/flank from. Moving the cp closer to the main garage and raising it allows for "touch capping" similar to granary. Revamp of the far left entrance allows for easier pushing into what is clearly the most favorable position for the defense to hold. All of these changes to cp2 open up the map a bit allowing for picks pre-push and should increase the speed of the map in this area greatly.


Fri Sep 16, 2011 11:10 am
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
Had a good go on the new obscure last night - wow, it feels like a completely different map and not in a good way.

The old obscure was a lot more open and easier to navigate - this version is just too tight and littered with too many obstacles. Still fun but the old obscure was better I think.

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Fri Sep 16, 2011 5:35 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
I liek warmfront very much :p2

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Fri Sep 16, 2011 6:02 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
Tigerteeth wrote:
Had a good go on the new obscure last night - wow, it feels like a completely different map and not in a good way.

The old obscure was a lot more open and easier to navigate - this version is just too tight and littered with too many obstacles. Still fun but the old obscure was better I think.

Funny, most peoples complaint is that it feels too big and open. I quite like Obscure middle, the rest is really meh. Last point especially is a total backwards step from the older version. I can't fathom how it got voted into ETF2L over Turbine or even Bazillion...

While you could jump onto the point from behind on Cold it also allowed Heavies/Demos/Soldiers to hide behind the point and easily spam onto it without exposing themselves. The principle difference on Warmfront is the changes to the forward spawn area on Second. Played it a cpl of times in ESL I think. We had real trouble defending second because of those changes, felt like if you lost mid you automatically lost second too even if you had equal ubers. I think it works better on pubs tho. Some really op Sniper angles as well. Standing on the house at mid you can snipe onto the medkit on Second.

I hated Bazillion to start with, felt like a maze, especially between last and second. Once you play it a few times you realise it really isn't that complex, its just a bit different to the other maps. Takes a bit of getting used to. Really disappointed it didn't make it into ETF2L, think its a good map its just people are allergic to anything a bit different.

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Mon Sep 19, 2011 2:11 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
Warmfront just looks nicer imo. I dont think the snowy effect works well with the TF2 art to be honest.

would be awesome if all the classes got new winter-wear for these types of maps lol. Like some ear muffs for the scout etc. Other than that I dont really think it fits.

Last point change is good.


Mon Sep 19, 2011 2:25 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
Obscure also took a complete ditch in the art department. Also, extending an already linear layout was probably not the best plan. There's a reason that maps like Badlands and Gullywash form an 'S' bend when viewed from above.

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Wed Sep 21, 2011 1:22 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
Obscure went from being a good map to a stalemate on last point. Played it the other day and 5+ uber pushes were denied instantly because it's either a small doorway you push through or you push from the garage and wastes the uber just running to the point.

I don't understand why the tower is there. Sentry tower?

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Wed Sep 21, 2011 1:29 pm
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