Minuscule asymmetries in official maps that make a difference

Last time I wrote, I mentioned that the ramps on cp_orange_x3 were unevenly spaced apart from the spawn rooms, allowing BLU team to jump back into spawn from the railing but not RED team.

Well, I’ve since learned about a number of other extremely small differences between sides of supposedly symmetrical maps that favor one team over the other. Let’s go over some.

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Some Tips on Ultiduo

Competitive Team Fortress 2 is an odd beast. On one hand, its goal is to quantify the most skill-based aspects of our beloved game to create an environment where the most skilled teams can prove it to their peers. Unfortunately, in order to do this they have to contend with the incredible amounts of unbalanced stuff that are hallmarks of the game; the unlocks are designed to be swapped out for the right situations, most of the classes are not designed to be played the whole time, and many of the maps give unfair advantages to offense, defense, or whichever team gains an early advantage. 6v6 deals with this by banning a fair amount of weapons and playing mostly 5CP, Highlander deals with this by restricting class switching and playing mainly payload.

Then there’s Ultiduo. One (specialized) map. One Soldier and Medic per team. The absolute core of the entire game. Can your combo beat the other combo when everything else is balanced to laboratory conditions?

Obviously this is not for everyone, but I’ve always had a blast playing Ultiduo. And considering its the third-most popular competitive format, I’m not alone. But since I can’t find anything on the internet giving advice on how to play it, I decided to write up a guide myself.

Picture from SalTV's Youtube channel
Picture from SalTV’s Youtube channel

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In Defense of Medieval Mode

Medieval Mode. You’ve heard of it. Sounds awesome. The Wiki page makes it look awesome. But is it awesome?

Picture by FeelGoodInc.
Picture by FeelGoodInc.


YES!

Ignore the haters, this mode is great. I can have a barrel of fun on cp_degrootkeep (and a lot of custom Medieval maps, but those are way harder to find people playing.) As almost any class.

Medieval Mode gets a lot of flak from most because it’s considered a “melee spamfest”, “void of all strategy” and “a horrific cluster♥♥♥♥ of arrows and demoknights.” And they may all have a point. But there are ways to play the game mode strategically and aid your team in winning the round on a consistent basis.

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Why I Hate the Half-Zatoichi

Let’s get this blog off on the right foot; complaining about weapon unlocks! The Half-Zatoichi is a sword for Demoman and Soldier that behaves identically to the stock bottle except for 3 things: (1) killing someone with it heals you to full health, (2) not killing someone with it makes you unable to switch back to your other weapons, and (3) people wielding the weapon can OHKO each other. First. Let’s deal with the ‘honorbound’ downside. It makes this sword very annoying to use. The number of reasons you might not get the kill is staggering; perhaps a teammate steals… [Continue Reading]