Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

(TF2) Add a timer to Hightower #6919

Open
PlutoniumConsumer opened this issue Jan 1, 2025 · 3 comments
Open

(TF2) Add a timer to Hightower #6919

PlutoniumConsumer opened this issue Jan 1, 2025 · 3 comments

Comments

@PlutoniumConsumer
Copy link

The game always ends in a forever stalemate as no one can capture the payload, and their is no timer to encourage a stalemate. Add a 10 minute timer like in most maps to finish the game, otherwise a stalemate will occur.

@JoriKos
Copy link

JoriKos commented Jan 1, 2025

The reason Hightower devolves into stalemates is because people want Hightower to be a stalemate. No one plays for the objective. As we saw on Powerhouse, just adding a timer does not work. This would be an objectively bad gameplay change that would not solve the issue, but only make Hightower worse to play on.

@VedaantAchuthan
Copy link

Fighting for the objective on Hightower is genuinely awful. Just try getting past a sentry nest on the slope while the cart keeps rolling back. That's not to mention how bad final pushes get since they're right outside spawn. Just don't, it's a DM map because it's fun to move in and bad to play.

@mlemlody
Copy link

people are just not smart, same with ctf

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

5 participants