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
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