Gibraltar map changes

Does anyone else feel like they may have gone a little overboard with the gibraltar map changes???

It def needed to be opened up— i agree. I feel like they may have overcorrected a bit…

i was jus in there checkin it all out and it nuts now. So many new passages and flanks and stairs that wrap around…

It seems like more flank routes than any other map now.

Maybe im just to used to the old one after 7 years???

Also i dont play much torb— but i did for giggles in the new map custom game and there seems like a lot of weird new places the turret can land… on small slopes of rock it should clearly slide off of…or on random tiny outcroppings…

I even found some places that seem so OP i dont even wanna type them in here lol… but i havent actually tested it yet—

Have any torbs started experimenting yet???

Lmk your thoughts in general and with t e turret stuff if youve tried it.

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i need to play it myself but i wonder, why they changed Gibralter as the first instead of like Junkertown, Havana or Monaco. i ve never seen complains about Gibraltar but many regarding these three.

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Not due to complaints…its because of lopsided winrates i guess.

They said to many matches on that map ended under that first tunnel… and i completely agree.

and on the other end-- getting out of that last spawn could be a real pain sometimes. This i feel like was less of an issue- but maybe thas jus cuz most matches end before that point…

But they went all over with it… theres new tunnels everywhere. Not just in those places. Tons of new nooks and crannies… im sure we will get used to it- but rn it seems kinda overwhelming lol

Yes.

More walking opportunities instead of being held hostage in 2 passage ways after the first checkpoint (the 3rd and 4th one on high ground were almost pointless most times).

Wider doors to fit all 5 team members through, because we love a front lining Zen, getting instantly shot in his metal noggin’ from atop the shuttle.

I love the changes, but need to get used to them. The turret placements are probably not intended tho.

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Overall, it’s a huge improvement the 1st to 2nd room choke feels great.

I’d say it makes the map less competitive but I’m happy with it being less of a chore to rotate to high ground.

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So i like the wider doors and wider tunnel… and flanks around the tunnel… i like the new back spawn… but pretty much all the stuff in the hanger and other places other than that tunnel and final spawn seem like to much.

And yeah i think many of the turret spots i found are def not intended… you can throw one in between a forklift and crates and 80% of disappears into the forklift… thats just 1 spot i found… tons of slanted walls u can stick it to as well…

2nd point gib on attack was the worst in the game by a longshot

not sure why 3rd point needed changing though

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Nah, I’m loving the changes. This was one of the best parts of the update and I hope they do more of this in the future in other maps.

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IMO think they got it right for once.

I played it last night and I noticed that there are a lot of players that are not aware of how the map is now, and that they literally didn’t need to feed because there was no reason to at this point.

With the Choke point opened up after the first objective stop. There is literally cover and open routes now. With long distance points cut off and allows for cover. the problem is now. The 5v5 aspect doesn’t work as well with it. It needs 6v6 interaction.

It feels more like a TF2 map, which allows for the prevention of “lock outs”. Despite players are not aware that there is now a Spawn room DOOR further upwards in the top floor and that if a person exits spawn at the left, they can effectively get down to the main floor, go LEFT and drop from high ground and begin an assault by surprise.

Im hoping in the coming weeks that players see that the changes are for the better and that it will help the matches a ton. Because a person can see the map has a ton of potential now and many more ways to play it.

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The map need changes overall surprise near spawn didn’t get any changes but Watchpoint definitely needed these changes.

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