Propkid
Member
I like Sleepwalker. What Heartsong seems to consider the quality of a map is its curvates and the resulting skiing-friendliness. While I have to admit these are the map features that make them fun to be on, I also have to admit that sometimes in competitive gaming we just have to suck it up and get over that one map which everyone finds hard/unpleasant. IMO a map is only broken if it doesn't accomplish its purpose by promoting non-objective gameplay style or by being imbalanced. I won't go into the features of a bad map just because of the vagueness of the term 'bad'.
Sleepwalker is a good TDM map as far as I've seen: it doesn't promote fast skiing full of escapes and re-positioning. Instead it promotes a more 'tactical' approach to the game; not due to slower movement/less maneuverability per say, but to the fact that once you get somewhere and lose speed, you're stuck for a while in that position. This makes people think more before they take a very offensive stance as making a positioning mistake is much more penalizing on that map.
The first game I've played on Sleepwalker has ended completely differently than it started and I was completely delighted: at first everyone took the almost-classical approach of taking Gunners/Rocketeers and just trying to almost mindlessly rush into and kill the enemy. Then a couple of people realized that the map is split in half, across the middle tower and that it's not so easy to maneuver on; these people started D-sniping from areas near to their spawn. They couldn't reach the enemy at their D-positions, but the enemy was still 'almost mindlessly rushing' into O. They got burnt :]. The enemy picked up the sniper too and soon the game turned into an almost entrenched warfare, with the dead man's zone being the middle tower. But then people once again realized they could come up with a counter-tactic and there was a rapid increase in the number of Defenders and clusters being used on both teams. Soon the game became really really balanced, with both teams looking almost exactly the same and team members performing actions that nearly resembled the archetypical (can't come up with a better word) actions of their loadouts: snipers were constantly trying to position themselves to support the O and prevent the enemy O from getting near. Raiders were constantly on the move, trying to stop the enemy Sentinels from reaching their Snipers and trying to take out the more offensive and better placed snipers on the enemy team. Sentinels were picking out lonely targets and were themselves trying to lonely raid the enemy D-snipe. All of the map between the spawns was being used; people were trying to flank, sneak in from the back or just gain speed and break through the dead man's zone. I discovered new Legions.
That was the most varied Legions game that I've ever played, it was a ~7v7 and at one point there were 5 snipers, 3 sentinels and 2 hornets on the map. THAT'S how good [edit: public] TDM should look like. I was genuinely happy for Legions as most of the people that I've played with that round seemed new and were adapting insanely quickly, learning new gameplay styles and tactics. So PLEASE, let that map be. You can make it less frequent on the rotation/ get a vote system in place but just let the map be.
Sleepwalker is a good TDM map as far as I've seen: it doesn't promote fast skiing full of escapes and re-positioning. Instead it promotes a more 'tactical' approach to the game; not due to slower movement/less maneuverability per say, but to the fact that once you get somewhere and lose speed, you're stuck for a while in that position. This makes people think more before they take a very offensive stance as making a positioning mistake is much more penalizing on that map.
The first game I've played on Sleepwalker has ended completely differently than it started and I was completely delighted: at first everyone took the almost-classical approach of taking Gunners/Rocketeers and just trying to almost mindlessly rush into and kill the enemy. Then a couple of people realized that the map is split in half, across the middle tower and that it's not so easy to maneuver on; these people started D-sniping from areas near to their spawn. They couldn't reach the enemy at their D-positions, but the enemy was still 'almost mindlessly rushing' into O. They got burnt :]. The enemy picked up the sniper too and soon the game turned into an almost entrenched warfare, with the dead man's zone being the middle tower. But then people once again realized they could come up with a counter-tactic and there was a rapid increase in the number of Defenders and clusters being used on both teams. Soon the game became really really balanced, with both teams looking almost exactly the same and team members performing actions that nearly resembled the archetypical (can't come up with a better word) actions of their loadouts: snipers were constantly trying to position themselves to support the O and prevent the enemy O from getting near. Raiders were constantly on the move, trying to stop the enemy Sentinels from reaching their Snipers and trying to take out the more offensive and better placed snipers on the enemy team. Sentinels were picking out lonely targets and were themselves trying to lonely raid the enemy D-snipe. All of the map between the spawns was being used; people were trying to flank, sneak in from the back or just gain speed and break through the dead man's zone. I discovered new Legions.
That was the most varied Legions game that I've ever played, it was a ~7v7 and at one point there were 5 snipers, 3 sentinels and 2 hornets on the map. THAT'S how good [edit: public] TDM should look like. I was genuinely happy for Legions as most of the people that I've played with that round seemed new and were adapting insanely quickly, learning new gameplay styles and tactics. So PLEASE, let that map be. You can make it less frequent on the rotation/ get a vote system in place but just let the map be.