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Dunger Entails Misery Onto Nice Innocent Scared Humans DEMONISH
STEAM GROUP
Dunger Entails Misery Onto Nice Innocent Scared Humans DEMONISH
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29 December, 2013
ABOUT Dunger Entails Misery Onto Nice Innocent Scared Humans

For the awareness of the worst psychological map in Team Fortress 2.

Previously I've discussed the worst map in TF2, called Plummet. I still stand by that Plummet is the worst map created. It's depressing that such maps can be allowed in the map rotation.

But there is one map that results into worse consequences than Plummet.

That map would be Dunger, the map that brings the absolute worsts out of people.

Dunger has, unlike Plummet, no invisible walls, no absence of ammo or health packs and isn't even open. It has a nice design, and it would be a good map... Were it not for the corrupt humans.

The tactics that are used at Dunger, are unfortunately very unfair. Dunger has a lot of campspots, at where you can always find one Engineer or more camping. Normally camping engies, even though quite annoying, still be dealt with if handled with expertise. In Dunger however, the ceiling is so low that fancy super jumps won't let you get the sentry. The only possible way of destroying it, is through the use of rage, which in my eyes is one of the most despicable things in VSH, but I digress.

Dunger is rather unique, because it has vents. Vents give the map some variety, and having it slow you down can lead to fun map designs. However. The vents that are used in Dunger are for one reason only. Locking hale down in a corner while dealing significant damage. While not all classes can entirely stop Hale in his tracks with crits, there are some that do (Heavy, Scout, any class combined with Medic). And while there may not be many of the class, even one can cause a very unfair match.
Even if this problem is resolved in some way, vents being made smaller, hale not being slowed down by crouching for example, it still has one other major problem.
When Hale rages, and you're in the vent, you're stuck. While this may be fair treatment to the Heavies, Scouts and Medics, it's rather unfair to let's say a Sniper, a class that can't push hale back with crits.

The final problem of Dunger, while maybe not as grave as the others, is stilll a big one.
With the crits in the vents and rages, you might think that rounds at Dunger would at least end fast. However... While some people do bite the dust rather fast, there's always a sneaky scout who runs away from Hale with barely doing any damage (you know the one). Since Dunger is a large map, has many halls and a vent system that has two ways, rounds can take absurdly long.

This is why I'd like Dunger to be removed from every map rotation.
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Founded
29 December, 2013
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