pl_floodgates

TF2 Maps Discussion

pl_floodgates

Postby TheChrisD on Tue Jul 13, 2010 11:52 pm


pl_floodgates

Author: Evang7
Description: With only a little sawmill run by poor neutral Gray Gravel Co. separating two giant megacorporations, tensions have naturally been running high in the alpines and a secret arms race has begun between RED and BLU. BLU, hasty for a solution, decides to kill two birds with one stone and get rid of some nuclear waste by rigging together a time bomb set to explode when it reaches RED's hydroelectric generators, destroying the facility's power source entirely.
Latest Version: Beta 7
[Link to map host]

Official Feedback: Beta 7 tested on 2010-07-13








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Re: pl_floodgates

Postby coldandtired on Wed Jul 14, 2010 7:45 am

BLU steamrolled RED on this one, but I'm not sure if the map was unbalanced or just the teams. It seemed far too easy for BLU players to get behind the RED team, though.
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Re: pl_floodgates

Postby Kerch on Thu Sep 09, 2010 5:16 pm

This map is terrible and a complete server emptier (currently server #2 has 7 players left, playing 5 vs 2)

It's extremely flat apart from a few random cliffs at the start. There's a horrible choke-point about two thirds of the way through, the one with all the metal barriers. And the last point is inside a building like on Hoodoo, which is not a good idea because it makes it even easier for demos by giving them some nice entrances to spam. It also has lots of those sliding doors for demos to place stickies at.
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Re: pl_floodgates

Postby Deadbolt on Fri Sep 10, 2010 4:55 am

Shut up Kerch its the only map I'm averaging a K/D > 2.0 :P
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Re: pl_floodgates

Postby alias on Wed Oct 27, 2010 2:18 pm

Again a rant about this map. I have seen it waaaaay to often already and each game confirms what i thought in the game before. The map is boring to me. The first cp plays fine but after that its all over. And cp 3 being the worst by far on the blue side and cp 2 on the red side, i dont want to walk the whole distance you walk in goldrush stage 1 from corner to corner for just a single cp.
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Re: pl_floodgates

Postby Kerch on Tue Mar 22, 2011 7:04 pm

Aside from the terrible gameplay (amplified by fast-respawn, to be fair to the mapper), there are also technical issues with this map.

The main annoyance is certain steps which seem above the 18 hammer unit max, meaning you have to jump to get over them. There's no good reason not to use 16 units if you want a large step.

Do we really want beta maps on rotation where red always win? Spam really does triumph over teamwork on this map.

Edit: The spawn gates don't block explosive damage as well
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Re: pl_floodgates

Postby Salva on Sun Mar 27, 2011 8:36 pm

played this map a few times now, only on #2 though, an imo it really doesnt work with instant respawns, the maps to linear, it's just choke points after choke points and the last points nigh on impossible to capture even with a well co ordinated team and multiple ubers
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Re: pl_floodgates

Postby nevvy on Sun Mar 27, 2011 10:18 pm

this map needs secondary routes.

its literally stand on cart for 90% of the route, spam, win, reach final "room" and fail.

i think i've capped it once. all you do is just spam at each other, or rush, no alternative routes, no real tactics.
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Re: pl_floodgates

Postby Deadbolt on Wed Mar 30, 2011 5:11 pm

As bad as this map is, it's no worse than Dustbowl 3 or Goldrush 3
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Re: pl_floodgates

Postby what would jesus do? on Wed Mar 30, 2011 9:27 pm

a map full of chokepoints with no secondary routes and uninspired, flat design where it actually is a bit more open.
just spam.
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