[quote author=Hatred link=topic=550.msg5625#msg5625 date=1323581009]I&#039;m assuming your approach was done in 3v3, Fast.[/quote]<br /><br />Yep, 3v3 is really the only way to play the SCTF maps in my opinion.&nbsp; Some of them are workable with more people but they suffer with more than 3v3.<br /><br />[quote author=Hatred link=topic=550.msg5625#msg5625 date=1323581009]This makes chasing pretty tough on the defender in pursuit of the flag because his only option is to hope he can meet the flag carrier in the other base before he scores. The problem then becomes getting through one or even two people just to get to the flag runner. By the time you do that (if you even manage to) he&#039;s already scored. The only other hope you have is if your runner has grabbed their flag and made it out. Then it becomes totally chaotic.[/quote]<br /><br />I won&#039;t disagree SCTF02 can be chaotic at times, but I&#039;ve also played it in long back and forth controlled matches when the teams know what they are doing.&nbsp; Most matches on the map one team is completely clueless or playing wrong, etc and gets blown out very fast just because one guy fucks up.&nbsp; If both teams have even one guy who lacks discipline the map becomes completely chaotic.&nbsp; It&#039;s not a forgiving map at all.&nbsp; I&#039;ve played 2D there with other top players such as Chain, Nostar, etc and completely locked down the flag on D.&nbsp; Coordination, teamplay, and map knowledge is a lot more important for D there then brute force or mad skills.&nbsp; You can&#039;t even really do that on ZDCTF18, so SCTF02 is a lot more defensible in comparison.&nbsp; I agree chasing is hard on the map but you can often catch them when they are going up into their own base before capping.&nbsp; Returning the flag is harder than killing the enemy carrier however.<br /><br />[quote author=Hatred link=topic=550.msg5625#msg5625 date=1323581009]That was the problem we ran into every time the upper Flag D died. Now of course, you&#039;d like to think the lower D guy would have seen him but it&#039;s fairly possible for a runner to sneak by him with all the routes to the flag. And that&#039;s why it&#039;s a huge concern for me in regards to this map. What&#039;s the point of 2D if one guy dying is basically giving away a flag?[/quote]<br /><br />While the flag D guy is more important at all times, such as when you can only 1D for whatever reason you should put that D on the flag.&nbsp; However the flag D is also a weaker position in many ways.&nbsp; A good D at lower should be able to stop the majority, or severly hurt the majority of attackers.&nbsp; While there are many entrances into the upper areas to get flag none of them are quick and all but one can be seen by lower D if he is looking down the long distance approaches.<br /><br />I still think it&#039;d be very fucking cool if one or two weeks this season teams got to pick their own maps.&nbsp; Call it Homefield Week then the tie breaker can be random or IDL picked.