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Old 08-13-2010, 01:51 PM   #1
yfni
 
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2v2 maps?

Seems like all that is being played is openfire and I think we can do better as a community.

Are there any others? Were there any in TFC that worked well?

If not I'd be interested in participating in the construction of a high quality 2v2 map. Community effort thing the planning at least, perhaps more.

I imagine an ideal 2v2 would be sol + demo vs med&scout or 2 scouts and only a few nades (you spawn without nades but there is a bag somewhere).

So what are your thoughts? :]
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Old 08-13-2010, 04:02 PM   #2
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openfire, myth, r123, xpress
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Old 08-13-2010, 05:32 PM   #3
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Quote:
Originally Posted by NeoNL View Post
openfire, myth, r123, xpress
Only openfire and myth in that list are a decent 2v2, r123 and express are nothing but a cap fest for 2v2.

SD2 can be a good 2v2 if you eliminate the plank.

So can destroy if you elminate the button entrance and only go there to hit the button.

There's some other maps that, so long as all parties agree to ignore a certain route, are decent for 2v2's.
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Old 08-13-2010, 07:55 PM   #4
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Send a message via AIM to squeek.
blis_2fort and plasma also work pretty well for 2v2.
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Old 08-13-2010, 07:57 PM   #5
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It's the scale of openfire that makes it a great map for 2v2. Basically make a tight (but still able to conc through) layout and make it at a small scale and we got ourselves 2v2 map.
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Old 08-15-2010, 04:43 AM   #6
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I think myth and plasma are definitely two of the better 2v2 maps out there.
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Old 03-10-2011, 12:47 PM   #7
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Sorry to resurrect this but I wrote something at the time this thread was active and it's been sitting as a text file on my PC ever since. Mention of a 2v2 league prompted me to re-read it and share it here.

Much of what I wrote seems obvious but I haven't seen any such thing written down elsewhere so figured. Bullshit or not you can expand on it and give your views. Perhaps we can come up with a formula for 2v2 maps if anyone is interested in trying.

Quote:
I'd say there's two main kinds of play for 2v2 maps. Openfire is double back-line (both defending the flag) where-as monkey_l (when played 2v2 in tfc) was a front-line back-line setup.

I'll split them as such for now.

Double Back-line - Security Run

If you look at Openfire then there's security involved which I believe is the only thing that 3 fr entrances acceptable as a 2v2 map.

Offence coming from water can be seen early allowing the defence to get early warnings too. Going past security once security is down is, in fact, the longest (spawn to flag) route though to the flag which I believe helps matters. I feel if the map were to incorporate security with a tripple entrance then this should probably be maintained and perhaps emphasized (so that the route is longer). The path between security and flag should be kept pretty short however.

There could be 3 entrances but I'd have the most preferable one locked by security or the flag itself locked). The route from sec to button should be small but the route from front door should be longer to the flag than.

Front-line/Back-line

Sounds kinda obvious but if there are multiple entrances to a defence player's position then all entrances need to be in his view if he is to have a chance of stopping them coming in. Thus no routes should go directly to the back-line player without them at least being seen by the front line. If two attack front-line at once from different entrances he should be able to stand a chance of stopping one.

At the very least if the entrance is not directly visible to the defence player the offence player must still pass the defence player before getting further. Sounds odd but an example of this is as on Squeek's 2v2 map (is that myth?) where an entrance is below the ramp on which the soldier stands on, they must come out, into the players view, before passing him.
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