Move the intel to the entrance of the long, straight stairs. Close those stairs. Connect that whole lower section (where the intel currently is) to the tunnels (as another pathway), and use the previous intel area as an indirect approach pathway. Slightly open the "courtyard" area next to spawn, through the fence. Move the spawn to the tiny metal grated room that is currently straight ahead of the spawn door.Spidery_Yoda wrote:
http://www.teamfortress.com/post.php?id=2578
Today they've written a short piece on how they've released the .vmf source files for a bunch of official maps for the SDK. The interesting part is here:It's the first time they've even mentioned Hydro since the game's release. And it's also the first time i've seen them admit that 2Fort and Hydro have problems. It'll be interesting to see what people come up with to make the maps flow better, and it'll be even more interesting to see what Valve does with these ideas.Or maybe you just have a ton of ideas on how you think you could improve Hydro or 2Fort. We'd love to see what you come up with.
inb4 2Fort is a great map. Yes i'm sure that with 2 teams that are all working together it would be good. But in general pub play the map fails miserably due to the huge emphasis on defense. Same goes for Hydro in fact, but it has so other many problems on top of that that I don't think it's quite as.. er. Lost my train of thought.
Now you no longer have to pass by the spawn door to get to the intel, the map is somewhat shortened, getting to the intel has more pathways, and there's incentive to "hold" the sewers and lower tunnels.
If I knew how to map, I'd do it.