As a player, I find impossible-to-attack sentries one of the most frustrating things imaginable. This is worse than being constantly head-shotted by a good sniper in a good location, at least he can die to a friendly sniper!
So my task at the moment is to figure out what makes a good sentry location "better" than a poor sentry location, and how to prevent that from becoming an impenetrable castle. Currently the spot that is giving me serious trouble is a U shaped area. The walls form the back and sides of the square U, a large window forming the open section, blue team primarily comes from this direction. There are also entrances on either side, but none behind. The issue is that a sentry placed near the back side of the U with two team mates guarding the doors on the left and right, the point (in the center) can not be capped. 3 people on red and the entire room is locked down tight (ubers have more luck than anything else). A sentry can't see through the window, but the area has low amounts of cover, and happens to be situated very close to red spawn. Blue has a resupply on the back side of the U, which has quick access to both sides, and several routes to this point that avoid red spawn. I have a limited ability to modify the architecture of the room, due to the surrounding structure, but knowing the fine points of *why* this room is impenetrable is the first step to knowing how to supply a sufficient weakness. So effectively, blue is assaulting the U from the bottom, and I don't want to add an entrance directly from the "resupply," as that would tip the balance in the other direction: it would be impossible to hold (even if I were to remove the two side entrances as assault points). Draco18s _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
