2fort sucks and is the worst map in the game idk why its the most popular ctf map
2fort sucks and is the worst map in the game idk why its the most popular ctf map
Dont play it then
"Fork found it the kitchen " ass
Because stalemates take so long, people can play the round for more than 5 minutes.
yes
here i'll explain it to you in a way your tik tok brain understand: nostalgia slop + tiny and chokey + noob trap gamemode + reddit tier map
TF2 is at it's core, an infinite match of 2fort
Water is wet, why are we even bringing that shit up in this sub?
2 has a fort
never knew this
It is entrenched in the history of Team Fortress, being a launch map. It is based on TFC's 2fort, which is a remake of the Team Fortress (Quake) map 2fort5 from 1997.
My opinion:
* Applejack has this weird spread to hit the spawn wall, with the intel both vulnerable and inaccessible. Capping intel never feels like it has a narrative, like you just cap in one go or it returns.
* Landfall is great. The intel is deep in the base, but the middle is so fun that turtling is naturally deterred. It has a lot of equal access and balances angled sightlines to let sniper interactions stay fresh. Sneaky hiding spots are optional diversions that don't benefit a team to exploit.
* Turbine loads a little faster on hard drives :) Any major problem here is addressed in the design of Landfall. Oversized intel room is hard to defend being so far from spawn. Vents are spamfest with tactical advantage. Camping vents turns into another spamfest. Sentries OP. Snipers OP. Perfect soldier distances: Soldier OP? How can any scout enjoy this map? The turbines' fins catch you if you try to jump around them. The TWO hallways are big boxy spam depositories.
* Well looks cool :)
* Sawmill is a fckin' mood. The asymmetric pond plays distract from the spawn hill which distracts from the titular Sawmill. The damp intel rooms always get bombed into dust, but the defensive buildup always has a hopeful tension. Faster turtling plays with doomed engineers.
2Fort counters ball-mouse era snipers with a cool underground diversion that can work as a forward base with engineers. The intel rooms are deep and easy to defend up to a tipping point. The balance between cap difficulty on pickups at different points on the route leads to fun team narratives. Applejack takes the wrong lessons and has a mostly one-way drop into* the intel room, making cappers run down the shortest known path to mid or die fruitlessly in front of the only spawn.
I mean yeah, it always has been.