What made blizzard think this and dorado would be fun maps?

What made blizzard think this and dorado would be fun maps?

What's the problem?

Dorado is fun, but Route 66 is my least favorite map.

They're both flat and boring as shit, and way too tight to be so cluttered

Because they thought they could try out the CP_Badlands' aesthetic with their own map. Except their own map is shit.

Not even half as bad as Volskaya.

this

the reason Overwatch competitive isn't out yet is that they're waiting for TF2 to do it first

Competitive was already in the beta, dumbass

falso

Route 66 is my favorite map.

Dorado is pretty awful, though. Especially the final stretch.

It was in the closed beta

It was in the closed beta, shitnickel.

Dorado is fun and Route 66 is also fun If you're defending and playing with 3 Torbs on your team and watching your enemies drop like flies
Also Volskaya is the worst map in the game.
The only remotely fun thing is when you and several people flank on the leftmost path and take out the enemy team and capture the objective.

>Force out the attacking team to overtime on literally every point
>They keep getting 3 minutes to keep going
When is this overtime shit going to end. Happens far too frequently.

>all this talk of shit maps
>no mention of Anubis

You don't know true suffering

>both of the maps considered the most cancerous in the entire game are Capture maps

HMM

REALLY

MAKES

YOU

THINK

HUH

Unless the opposing team is complete shit, you're gonna lose the first point in about 2 minutes. The second point, however, is easy as fuck to defend. Almost every time I play defense we end up holding it off for the better part of 8 minutes for a win.

>worst map
>Hanamura still exists

Too many choke points for it to be fun. It's a chore on offense, and a bore on defense.

I never realized how shitty that map was until I played a character that didn't have vertical mobility

Volskya checkpoint A is impossible to infiltrate

Theres a way to go left for anyone that can jump or fly

like your mums pussy mate

>first point hard to defend
>second point easy to defend
You seem to have those backwards
>first point has exactly one entrance which is a tight chokepoint
>second point has that same entrance plus two flanking routes

damn

...

Blizzard is really bad at map design in general and seems to like really insanely bad chokepoints that can be locked down hard without everyone saving ults to spam to try and clusterfuck their way in.

You're right that the choke points are definitely a plus for the first point. The problem is, if your team loses a fight, that point is done. The walk back is too long to possible stop the cap.

Oh, yes, you're right. Also annoying that even if you make it back almost in time, you can't enter from the back side of the point if you don't have a jump/climb ability

Yeah, I don't get why they have that pathway that leads to the side crumbled and broken. It's just a silly design choice.

It's because there's no penalty for the attacking team dying, other than disrupting a push for the ~3 second respawn timer.