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TTT_Skeld and why its dogshit
#1
-Due to the rise in popularity of the game Among Us, someone created the Trouble in Terrorist Town (TTT) map TTT_Skeld. While the idea to recreate the Among Us was a good idea, they failed to accommodate for the TTT gamemode. The problems with TTT_Skeld are numerous - the size, the mobility, the electricity, and the traps. 
-Lets start with the obvious problem first, the size. The server has a maximum allowable size of 32 players with an average being around twenty during the day. Most maps can usually accommodate twenty players without a problem, but on TTT_Skeld that becomes a bit problematic due to the small size of the map. The hallways and rooms and so small you can hardly have two people walk past each other in the same hallway. A few rooms feel crowded with just two people; some with four. Jihads are way too easy to do with such crammed sections. You can hardly move or escape if you are in a room. 
-This brings me to my next topic, mobility. Because the size of the map is so small, you keep bumping into other players, constantly having to jump over each other just to squeeze by. The ceiling is so low, there is practically no verticality, effectively making the homerun bat obsolete as well. While the vents help the traitors move around a bit, the creator kept the vent locations separate instead of combining them into one map-wide vent. A map-wide vent would prevent innocent from camping the THREE vent spots and allow the traitor to escape certain situations like c4s without having the option to escape.
-Next I'll bring up the electricity. This is actually not as big a problem as the others, however there are two areas on the map that make is extremely annoying. Near the reactor there are two large machines with gaps large enough for people to fall into and not get out. The creator of the map either failed to realize this or failed to care enough to add a couple ladders for people to get out of those areas.
-The biggest problem with the map are the traps. On Among Us, these traps are necessary to win the game. On TTT, the traitor can already purchase a multitude of items. Now I know other maps have traitor traps in them as well, but the main difference in them is that on TTT_Skeld the innocent are REQUIRED to deactivate the traps or face losing the round to the traitors. The reactor is easily the most overpowered trap on the map. It takes 45 seconds for the traitors to win once activated AND you need TWO people to deactivate the trap. This is problematic when the round is down to a 1v1; the traitor can simply activate the reactor malfunction and wait in a vent for 45 seconds.
-This all wraps up into the meta of TTT_Skeld, Reactor hold. Two decent traitors can rush to the reactor room, close the doors, disable the reactor, place down t-turrets, kill any innocent in the room, and hold it for 45 seconds to win. Since the doors can be closed, this gives plenty of time to kill the innocent and then buy barnicles, holy grenades, c4, or jihades to prevent the innocent from fixing the reactor in time. The Reactor hold is the more overpowered and annoying meta for the map. Its near impossible to kill the traitors and t-turrets with plenty of time to spare. If innocent even manage to win back the reactor, it comes down to seconds before the traitors can win the round.
-I love the idea of an Among Us map on TTT, but there are so many problems with this map in particular that make it frustrating to play on. If the creator or someone else could enlarge the map a bit, increase the ceiling, connect the vents, add a couple ladders, and remove the reactor trap, this map would actually be pretty good. Unfortunately, for now, the map is dogshit.
#2
haha
[Image: xdjlve.png]
#3
[Image: Screen_Shot_2020-07-24_at_11.33.38_AM.jpg]
#4
didn't need to write 5 paragraphs about it everyone already knows why it's shit. either admins remove it or they don't who knows. either way just take a steaming dump in the reactor room like everyone else and hope for the best


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