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View Full Version : Revising cp_well?


Kuiper
10-27-2009, 11:32 PM
It's pretty obvious by now that cp_well isn't very well-liked by the TF2 community in general, competitive or otherwise. Right now the biggest problem that the map suffers from is stalemates outside of CP 2. CP 2 is really easy to defend, given that there are only two routes into the base and it's right next to the defenders' resupply. It's also pretty hard for the defenders to push out and take mid, further compounding the stalemating problem.

At a bare minimum, I think that the defenders need to be locked out of their forward spawn: make the door one-way so it can't be opened from the outside. It works this way on Granary and I see no reason that Well shouldn't be the same way.

Another relatively minor change that might make the map less prone to stalemates is adding health and ammo to the yard. If there is health in the yard, the attackers have a fallback position that they can pull back to if they fail an attempt when pushing on CP 2, allowing them to be more aggressive. It also provides a greater incentive for the defenders to try to hold yard, rather than just holing up in their base as soon as they lose mid.

There are also some structural changes that could be made to the second point, like adding another route into the base and removing some of the vertical posts around the point to make it a bit more open, but these are a bit more drastic and I'm not sure to what extent you could make these kinds of changes without risking negatively impacting the map's balance.

One thing that has bothered me about Well is the timing on the last control point. Well has a 1-2 second timing, like Badlands. This seems a bit short to me. Badlands can get away with having short timing on the last point because of how tiny it is, but it seems cruel that the defenders on Well can lose last in a single second if a scout touches it. Then again, the defenders do have a number of nifty places that they can defend the final point from, like the upper tier encircling the point. Unfortunately, the defenders' options are usually limited by the control point's short timings, and they need to play pretty close to it if they don't want to get ninja'd. I think that using Granary's final control point timing might be a bit fairer, and allow the defenders to stray a bit further from the point. However, I'm not sure how anyone else in the community feels about this.

Is revising cp_well something that Valve has considered recently? If not, it's something that players in the beta might want to bring up, as the map has definite room for improvement. The fact that virtually every league has left it in rotation suggests that any time invested in salvaging it would not be wasted.

Kingcrispy
10-28-2009, 02:28 AM
Block the resup and replace the pills above it with a bigger medkit.

extine
10-28-2009, 03:21 AM
Interesting thoughts Kuiper.

One of my first thoughts upon playing TF2's CP_well, was a disgust at how the battlements are constructed in contrast to TFCs Cp_well. Well in TFC holds a soft spot in my heart, and the TF2 edition has never quite reached that. I can think of one quick easy change that would make a large difference in the capabilities of the attackers to move in on CP2 while also helping the defenders ability to counter-attack:

LET PEOPLE JUMP OUT THE WINDOZE

C'mon! The sniper sight lines in TFC CP-Well were so bad ass, and even in a 12v12 pub, if you're trying to snipe out the windows in TF2 and your team starts to move in on mid, you have to run all the way downstairs, then out the garage doors! Bajesus!

With the proper skill attacking Sollys and Demos could jump in ahead of the medic, then circle back down the stairs to re-convene. Scouts jumping in could be a little scary, but it just makes controlling the battlements and upstairs more important.

Easy change. Big difference.

Could make for some crazy changes in strats, don't think it would break anything.

Fish #641
10-28-2009, 11:10 AM
Lock forward spawn (and possibly up the health packs to make up for it), and make yard a more viable place to defend, and Well will be a lot more cleaned up. To be honest, if you know what you're doing, it's not too difficult to win 4th point with a push (when both sides have uber). If they're holding stairs, you can easily just run past their position and flank behind them (or just stack the point and go for a quick cap). If they're holding second floor, you can get a better position, and just make sure you can pick off the stragglers going for resupply.

So I'm not sure if changing the windows would be a good idea, but just making yard better and locking resupply could make the game flow a lot better. (If yard is more viable, the defenders can lose a few people on their retreat, followed by the attackers pushing more.)