Meow's Map Meviews: CTF_CONFLICT & CTF_CONFLICT2 |
'Sup. I'm Meow and today I'll be reviewing another map. If you didn't already know I have a fairly new segment I like to call "Meow's Map Mewiews" that I release on a monthly basis. In my reviews I intend to inform you on the ins and outs of the maps I have chosen to be in the spotlight. Specifically I aim to review the layout, flow and the aesthetic of the maps (both for public and competitive) and will give them a rating our of 10. This month I'll be doing something special and I will be comparing two very similar maps, to help me with this task I will be assisted by the one and only Intel Guard! (As a quick note this month's Meview will have a format change due to the nature of having two people discussing the map as opposed to Meow keeping his thoughts to himself) This month's spotlight maps are ctf_conflict and ctf_conflict2.
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Meow: First thing I usually talk about is the spawn area and anything interesting around there
Meow: conflicts spawns are pretty good as they have two exits on either side as well as an additional exit below that lets you intercept flag runners/pushes
Meow: and the sloped areas outside the spawn make it hard to spawncamp as you'll get trapped and fucked up if you jump down to spawncamp
Meow: + one of the only maps where you can deto jump from the medcab to get to mid faster due to the open room and low hanging roof
Intel Guard: hm
Intel Guard: conflict2 right
Intel Guard: or both conflicts
Meow: that was targeted at the original conflict
Meow: conflict 2s spawn is ok too but can be spawncamped
Intel Guard: original conflicts spawn is pretty uncampable yeah, you want to be able to camp the part of mid closest to it
Intel Guard: that’s probably the most important area of conflict because it allows you control the entire flow of the game and gives you a safety cushion in case you overextend
Intel Guard: which is why even engie is viable as a standalone 4v4 class on conflict
Intel Guard: I do find it a bit easier to camp red cause of the smaller hill
Meow: one thing I prefer from conflict2s spawn is the dropdown, it's not awkward to get down there and its also easy to get back up which helps if the flagrunner doubles back to try to evade you
Intel Guard: lower part of any conflict usually a death trap regardless
Intel Guard: takes like ~3-5 seconds for a runner to clear distance from the intel to directly under spawn in conflict
Intel Guard: then getting up those hills
Meow: the fucking stacked boxes on those pipes
Intel Guard: and then once the intel is down there its pretty easy to defend
Intel Guard: unless its on the slope to mid
Intel Guard: then one good push usually breaks it because of height advantage
Intel Guard: so you'd want to camp mid rather than camp that slope
Intel Guard: if you’re defending
Intel Guard: or if you got a rifleman then have him down there cause its a clear shot
Intel Guard: as like a backup kinda thing
Intel Guard: if they manage to break through the mid defense, bam picked off by the sniper
Intel Guard: and as they are jelloing you'd have 3 defenders and then your runner or whatever going for the other intel
Meow: one huge problem with both conflicts is the huge open airspace that lets detos just completely ignore the opposition and get the flag all the way back to their base with little difficulty
Intel Guard: Heenok made a gif right
Meow: yeah
Intel Guard: yeah
Meow: from the hill you jump almost all the way
Meow: to your intel
Intel Guard: its pretty easy if you’re a good djer to just bypass everything
Intel Guard: I'm wondering if Heenoks gif will let people know of that strategy more and it will shape the meta that way
Intel Guard: well see more detos in conflict just trying that shit
Intel Guard: making sniper a pretty legitimate counterpick
Intel Guard: not saying its necessarily easy
Intel Guard: but its definitely doable
Intel Guard: all the airspace is definitely an issue
Intel Guard: those floating boxes on regular conflict are such a great entrance point for rocketmen and detos
Intel Guard: runners too if they know what to do
Meow: one thing i found in conflict2 is that its actually possible to leave the map as deto
Intel Guard: lmfao
Meow: if you get the intel and get out with that fucking hell
Intel Guard: does that have strategic importance
Intel Guard: I feel like that’s too niche a strat
Intel Guard: except for like
Intel Guard: you
Intel Guard: or Spazz
Meow: it does take up like most of your health though
Intel Guard: conflict2 is pretty much built for deto nonetheless
Intel Guard: you don’t even need to clear the whole map
Intel Guard: the windows outside the intel area and near mid are the major gateways to freedom easily and quickly
Intel Guard: usually if you have backup it could put you right behind them to relative safety
Meow: thankfully scouts cant use the windows by the intel
Meow: but if you spinjump with the intel onto the small brown shack you still get huge cover to aid your escape.
Meow: since its a ctf I wanna talk about engie a bit more since I rarely see him in other gamemodes, what do you think about the sentry sightlines on conflict/conflict2
Intel Guard: hm
Intel Guard: well
Intel Guard: conflict 2 I've never really engie'd on too extensively
Intel Guard: but with conflict I think I touched upon earlier that autoguns are absolutely great for locking down mid
Intel Guard: and providing that extra safety cushion for falling back
Intel Guard: they require a little extra care cause they’re in such a high traffic place and everyone’s used to them
Intel Guard: I don’t see enough runners just take the bottom route out of spawn to stay out of their way or get to them with minimal damage
Meow: yeah, sentries seem to have a worse time on conflict2 because of that small ledge, players can get closer to it and jump up to destroy it before it gets too much done
Intel Guard: also sentry sightlines in conflict map are pretty much well known by now, that a good rocketman with backup pretty much counters hard
Intel Guard: or a rifleman
Intel Guard: the unsung hero of conflict
Meow: one area I see that is very rarely used is the alternate exit paths above the intels, they just seem really useless outside of very specific situations
Intel Guard: that’s conflict 2 right?? or are you also referring to those paths to the floating platforms in conflict
Meow: well, both of them
Intel Guard: yeah they are useless outside of proactively defending
Meow: you can kinda use the one on conflict2 to chip people down as a scout
Intel Guard: you don’t want to set up on those little paths on conflict cause the bottom path is blind spotted, and trying to escape through them kinda just traps you
Intel Guard: set up an autogun
Intel Guard: so they’re really on good if you want to chip while people are pushing
Intel Guard: otherwise I don’t see the point to using them
Intel Guard: only a couple of maps in gg2 are really top-heavy in the sense upper paths are useful
Meow: a sniper camping up on the balcony area on the original conflict can do some work with that sightline but aside from that, yeah they're fairly weak areas of the map
Intel Guard: can sniper do that from conflict2
Intel Guard: I think that would be a fairly good strategy for defense
Intel Guard: having the sniper post up there just as they are hitting your spawn area
Meow: its a pretty weak spot because there’s a wall in the way
Intel Guard: I forgot about that wall
Intel Guard: but like
Meow: I suppose if you rocketboost a sniper into the window he could fuck up the enemy
Intel Guard: that sounds like too much effort and time
Intel Guard: at least for more greenhorn teams
Meow: yeah and I doubt running sniper on conflict2 would be a good idea
Meow: since you’d be taking up a valuable scout spot.
Meow: the floor under the brown shacks has got holes in it so players can shoot up and down at onto the different paths, do you think this would affect gameplay in a big way?
Meow: and there’s a jump conveniently placed right underneath it, if you land a rocket on an escaping flag runner you not only damage them but the knockback pushes them down forcing them to backtrack
Intel Guard: those shacks
Intel Guard: they are such trollbait
Intel Guard: a chokepoint on the bottom, a bunch of empty space on top
Intel Guard: I'm not sure bulletwalls really affect things in a big way
Intel Guard: they are small and you need good timing and aim
Intel Guard: its better to just get to wherever they want to go first and trap them in the shack
Meow: yeah as you said, taking the bottom route is probably gonna get you killed anyway
Intel Guard: definitely
Intel Guard: conflicts all about prediction
Intel Guard: cause there’s a lot of ways to backcap
Intel Guard: if you cant stop a runner from getting to your intel you want to be wherever they’re retreating to
Intel Guard: then you trap them
Intel Guard: if you stop them on the bottom they’re forced with either running back deeper or running into your bullets
Intel Guard: if you are heavy don’t chase the runner to your intel
Intel Guard: instead either let someone else stop them or plop yourself where they will run into you
Intel Guard: make them come to you
Meow: either way its probably a good idea to hold mid, something a lot of engie players (especially) pubs need to learn
Intel Guard: holding mid should be the natural move
Meow: putting your sentry back by the intel does little compared to the power it has on mid
Intel Guard: even if you are not very much for reading guides or analyzing strategy, it should come as instinct that mid is important as it where most of the major paths converge with little obstacles
Intel Guard: you have to make yourself the obstacle
Intel Guard: if you strategically take mid the enemy cant go jackshit without having to run into you
Intel Guard: that is the beauty of conflicts layout
Intel Guard: people who dislike ctf for jelloing need to learn how to run a good conflict defense and a lot of other maps will come easier
Intel Guard: it just teaches you a lot of fundamentals, being one of the better maps in this game
Intel Guard: as for conflict 2
Intel Guard: the same still applies
Intel Guard: but the mids a bit more dynamic
Intel Guard: and easier to manuever and outplay people
Intel Guard: for one thing its easy to misjudge a jump (as heavy) and drop to a lower tunnel
Intel Guard: be careful of that
Intel Guard: Meow has a better picture of conflict2 as I rarely play it any more, but yeah
Meow: the last thing I wanna mention about the two maps layouts is the ramp areas leading down into the bottom route, you can use these as scout to fool the opposition into falling back prematurely
Meow: this isn’t as easy to do on conflict2 as you can see if a scout is attempting this as compared to in conflict1 where they can go out of your field of view
Intel Guard: yeah if you wanna be a sneaky bitch and do that its probably a good idea
Intel Guard: just make sure not to be indecisive about what you wanna do
Intel Guard: if you don’t commit you’ll eventually get burned out
Meow: and if you do commit your team is down 1 guy which can make all the difference in smaller team sizes (4's)
Meow: it also doesn’t help that the enemy will most likely take up position on the ramp above spawn for cover and height advantage
Meow: so you've really gotta think before you use this strat.
Meow: next up is the flow of the map, both conflicts have good layouts that let players get around without much effort (aside from conflict1s lower path if you're heading to mid)
Intel Guard: in terms of flow both maps are solid
Intel Guard: conflict is a good benchmark
Intel Guard: and with 2 heenok streamlined the design to make it even more fast paced
Intel Guard: conflict2 i feel moves notable faster
Intel Guard: mid holds don’t last as long
Meow: definitely, I feel that conflict2s is smoother as holding mid for extended periods of time lets one team get a powerful uber advantage and escaping the original conflicts spawn is a nightmare if an ubered soldier is knocking you down as soon as you jump up
Intel Guard: why not just take the other route out of spawn?
Meow: cause then their scout can get out with the intel with no resistance
Intel Guard: that is true.
Intel Guard: Sorry
Intel Guard: stepped out again
Intel Guard: what’s next one the agenda
Meow: I was just mentioning how flanks aren’t all that common on conflict
Meow: since you've gotta go all the way down the bottom path to pull them off
Intel Guard: I used to see em done to varying effect
Intel Guard: if you are using voice comms and the medicombo got an uber they can commit to, it can work
Intel Guard: or if the rest of the team is just doing work
Meow: dunno if you'd count it as a flank but the floating towers can be used by explosive classes and runners
Meow: it does give your opponent two targets to deal with.
VerdictIntel Guard'sIntel Guard: My conclusion is pretty simple: these maps are good, play them if you want to learn how to be good at ctf and comp gg2 in general.
Intel Guard: they are fine art wise, they are great gameplay wise, and they both flow well
Intel Guard: Heenok did a great job of remixing the conflict concept to create a more dynamic map while still keeping the staples of conflict gameplay.
Intel Guard: Don't use the bottom paths in conflict unless you know what the fuck you're doing
Intel Guard: and.....
Intel Guard: yeah, that's really it. play sniper on conflict maps more, its a good class
Intel Guard: rating
conflict: 8/10 conflict2: 8/10Intel Guard: and I prefer original conflict cause I’ve played on it a lot more