Okay, over the weekend I found some time to play some of the new maps, though probably not enough for a thorough examination. So allow me to present you a few first impressions.
Let’s start with the most exciting new content of the update: Hats.
New hats for the people. I’m excited. I’m loving it. And I’m looking forward to the entire TF2 fashion collection. Boots, belts, pants, hey, how about Victory’s Secret underwear?
Okay, I lied. I don’t really care about hats. I haven’t received a single hat yet, but that actually doesn’t bother me. I have this weird idea that there is not much difference playing the game with or without hat.
Though I admit that I applaud the fun designs and weird ideas Valve has come up with.
Okay, the most controversial item next: Medal
I will not go into that one. Paper Shadow wrote a good article on Ubercharged. Head over and read it. HEY, WAIT: After you finished MY article, mate!
Just two cents added from me: Yes, the timing was, well, unfortunate. Hopefully Valve will take that into account the next time. And: If you really think a decorative medal is important ... get a life. Seriously!
Next on the list is the most important new addition: New Gamemode “King of the Hill” (KOTH)
When I first read the description of KOTH in the TF2 Blog my first thought was: Oh, Arena with respawn. But to my surprise KOTH actually plays like: Arena with respawn. Okay, in all fairness it plays more like Hydro with a single CP.
Since I loathe Arena and I’m not particularly fond of Hydro that leaves me in a tough spot. KOTH is less deathmatch oriented than Arena, but since the game is focused on a single point the resulting game is still spammy and not overly tactical. It might lend itself to competitive gaming with 6vs6. This might work well.
But on a pub with 10 or more players on each team I don’t see more in it than a refresher between other maps.
Having said that: Viaduct looks beautifully. The snow is well done and I love the appearance of snowflakes in the air. Once more I dare to affirm that this is another test bed for designs we will meet again on a larger scale in the future [1]. I still think cloaked spies should leave footprints
What else was there? Ah right, CP_Yukon.
Will probably not win any design prices, but it’s alright. The large open spaces support larger teams, but also favour spam. I don’t see it becoming a favourite of mine, but in all fairness have only played it 3 or 4 times yet.
So far I didn’t have a chance to play CTF_Sawmill, so I can’t comment on that yet. I would wish for a decent CTF map since the three existing official ones so far are mediocre at best. I’ll get back to you on that.
I won’t comment on the new arena maps.
I’m sure they’re pretty and well designed, but Arena is a gamemode which holds no interest for me [2].
Rocketjump-Bug
Over here
The numerous other little tweaks and changes:
I won’t go into any details, but it seems to me a number of those changes has been geared towards the competitive scene. Even the change of the sandman could be an attempt to make it more acceptable for comp matches (though I doubt it will overcome the reservations).
And apparently also the dreadful overpowered Cloak & Dagger has been nerfed. [3]
Personally I’m not too happy about the change in the spy’s sapper affecting both sides of the teleporter, even though it has been balanced to some degree by the engy’s ability the remove both sappers from one end. In some cases that will make little difference, but IMHO it’s a bigger problem for offensive engies who are struggling enough to get their gear up and who often don’t have the luxury to just babysit their buildings [4]. Well, we will see how it goes.
So much for now. Heading into my next game of TF2, collecting more impressions