Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
Having played about ten rounds on TF2’s shiny new map today, it remains enormous fun. It’s mostly the game-mode rather than this specific map I love: that your progress is so plainly visible, and related to a physical object in the world, gives it a drama and immediacy that control points and capture tallies don’t come close to.
Splitting it into sub-maps like Dustbowl is also very smart: the map is cleverly designed to make that very last stretch to the final checkpoint of each map mercilessly exposed and close to the defenders’ spawn, and fighting for that last stretch makes the match feel close, even when it’s really not. A few times as attackers it’s felt like we were inches from victory just because we had the cart so close to the final checkpoint on the first of the three map segments. In truth, even if we’d made it we’d have been utterly screwed on the next two much tougher legs without any spare time in the bank.
Which raises the other main point: we’re really not very good at attacking. The game mode sounds like it would be impossibly hard for the attackers, but our playtests at Valve showed almost the opposite: more often than not the cart tipped into the final cap and blew the shit out of the place. The game was harder for attackers back then, too – the cart gave neither ammo nor health to those near it.
This leads me to the conclusion that it’s going to get progressively easier to attack and harder to defend, until it’s about even. I’ve learnt from experience – if I hadn’t already predicted it – that initial “omg so imbalanced” reactions to Valve stuff are generally disproved with time. I was dead wrong about the last cap on Badlands – now that players have learnt to defend it well, it’s a mercy that it’s so fast to capture if you do manage to break through. Hopefully once we all know the routes better, formulate counters to killer Sentry positions and learn to have fewer than nine medics per team, attackers are going to have a chance. For now, though, I’d just like to see that cinematic physics explosion once.
Update: After some disastrous Demomanning this lunchtime, I gave up trying to be a team player and went back to Spy. When you’re a defender disguised as an attacker, the cart heals you, so you can actually survive as much spy-checking as the attackers are likely to be able to put on you with all the fire they’re taking elsewhere. Then if they reach it, you can reveal instantly to block the push.
In my experience so far, they tend to be extremely surprised by this and take several revolver bullets to the eyes before they competently react to the situation. Since their life-span is usually limited at this point, what damage you take from the encounter is then regenerated by the cart when you re-don your disguise. At one point I stood on top of the cart, disguised as an enemy Heavy, yelling abuse at my ostensible team: “ENTIRE TEAM IS BABIES!”. It’s not really applicable versus concentrated attacks, but it lets one player completely halt the trickle of lucky breaks that can otherwise inch the thing forwards and prevent rollback.
Once things heat up, of course, I go rogue and surgically remove the Medics from the team. More than most maps, Gold Rush has a very clear frontline, which lets Medics hang safely back round the corner from their patients. That’s a bitch for the damage-dealing classes to deal with.