Defibyoulater

Australian Skial God
Contributor
To whom it may concern...

... Please remove this map. It is HIGHLY over played. It's overplayed because it is easily exploitable.

-Holding the gate to stop the water, which doesn't sound bad, but it kills you almost immediately, and lots of new players tend to jump in. And if the hale isn't doing very well, he's normaly down on the flooding side, to which everyone is also down there with him (doing damage), then a troll hits the button, floods the canal and kills half the team.
-New Saxton Hale players, or anyone that plays as HHH has a gruesomely difficult time getting up the ramp. (Especially when the water is activated)
-Goombas are easily performed. And if you miss the goomba, you land in 1 foot high water to save your fall. Giving Man-Tread soldiers a never ending advantage.
-When a hale is afk, it's difficult to kill him quicker. And when you try to slay him, snooty snipers vote "no," foil the vote, to gain all the damage.
-Engineer's have found explotive area in which hale cannot reach without arrows.
-The map is ugly and barren. And structures disappear the farther you get away from them???
-Spies use the secret path that does extensive self-damage - but using dead ringer, they are barely harmed, and use the health packs on the other side. And hale cannot reach them without permitting extensive damage unto himself.
 
Last edited:
I rememer when we got hale stuck in the corner thanks to heavy bullets + 4 sentries. Good times.
If the Hales are smart enough, they will know we are in the starting room camping and wait till those doors open. It's really funny too, because my team seems to think it's a good idea to protect there stuff when Hale rages...
 
I like that map, but sadly, it's slow and it has lots of exploits and stuff. Not to mention the kids that think they are untouchable because they got to the little box on the top of the column on the map (they actually didn't even rocket jump up there. an engie just placed a tele)

BTW: Hale can get up there by teleporting there for those who think they're so cool going up there.
 
I like that map, but sadly, it's slow and it has lots of exploits and stuff. Not to mention the kids that think they are untouchable because they got to the little box on the top of the column on the map (they actually didn't even rocket jump up there. an engie just placed a tele)

BTW: Hale can get up there by teleporting there for those who think they're so cool going up there.
Can only teleport up there if it's HHH. :C
 
Highly disagree. I really like Weapons, past it's size and subpar textures. A good hale can easily get around the map, and he doesn't have to use the secret room to hit a spy in the skybox. He can cap if it's down to spies hiding there.
 
Highly disagree. I really like Weapons, past it's size and subpar textures. A good hale can easily get around the map, and he doesn't have to use the secret room to hit a spy in the skybox. He can cap if it's down to spies hiding there.
It gets down to Engies with Wranglers in there. It's frustrating and annoying for new Hales and can easily shun away new players. Not only that, but Weapons Depot is not fun. It's too open and lacks context and uses maybe, 5 out of the thousands of colors on the TF2 palette? When it comes down to it, it's an overplayed boring map. The secert room should NOT even be included. The map feels both broken and repetitious. It also gives small children cancer every time we play on it.
 
+1 almost every time I go to vsh its on weapons, and yes it is like crevice but crevice is good.
 
+1
I've found an exploit on it too, which is VERY game breaking.

Engineers can be overhealed by a medic to get into the secret room, they can set up a dispencer and teleport right next to the warp, making an unavoidable telefrag.
 
I feel that if any map should be removed it would be party island. but still weapons is dumb