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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
The layout just seems like a mess to me. All these bits and bobs tacked on that were never really needed. It's lost the character of the old Obscure.


Wed Sep 21, 2011 1:37 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
Not sure what was wrong about the last point that the designer felt warranted the rebuild of it.

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Wed Sep 21, 2011 1:49 pm
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Post Re: HH1/HH2 map updates: snakewater/coldfront/bazillion/obscure
iRPAx wrote:
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?

Nobody understands it.

The problem with old Obscure last was that it was difficult to push out of. And the changes didn't really fix that at all imo. Its just a lot harder to push into.

I'm assuming the changes were probably quite rushed to meet the deadline of ETF2L s10 map vote. I can't imagine it was playtested much. Shame really, map had some nice points but I don't anticipate it being redesigned again.

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Thu Sep 22, 2011 3:36 am
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