Hypothetical one point A/D map
Posted: Thu Feb 12, 2026 7:48 am
Yesterday, during yet another tc_hydro game on EU, I found myself defending BLU's last point.
There weren't many players, about 14-16.
And we actually managed to defend it until the timer ran out, with me being the team's engineer, upkeeping our only sentry which provided bulk of defense, with main threat being swarms of ravenous enemies constantly pouring from the vent.
Next time we got to BLU's last - we lost in mere seconds, as most of our team rushed forward and died.
This, as well as the fact that "don't push" is the most common phrase on last points, got me thinking: "What if the defending team was physically unable to push?"
Could the last points be improved if they were in an inclosed space, into which offending team would have to drop off, similarly to that vent, or to robot entrances on MvM maps, perhaps also utilizing respawnroom visualizers to block off jumping classes from being able to push?
Would such a gameplay, where one team is strictly defending and the other is strictly offending, even work in Team Fortress 2 and be enjoyable?
Since on most maps, even ones where there is distinction on "offending" and "defending" team, defenders can go on a counterattack, and offenders need to set up previously captured areas, chomping out space for themselves (e.g corridor with a staircase and bridge opposite to dustbowl's 3rd stage last point).
But defenders going on offense on hydro's last points is clearly nothing but harmful and thus their gameplay loop could benefit from such treatment.
I am currently focused on narrowing down a robot destruction map that, perhaps, could compete or even outperform rd_asteroid in it's gameplay loop, and as such I don't want to switch focus too drastically on making a territorial control map, especially since it is much harder to design 6 separate areas.
But I'd like to explore whether gameplay I described higher would work and be an improvement current hydro last points, so perhaps I could make it into it's own map, where there would be just a single point that one team has to defend and other to offend? I imagine this to be sort of A/D KOTH, or cp_burghausen with guns, or simply single point (and single stage as well) A/D.

Diagram for better understanding
This is really the simplest a tf2 map can get, second only to KOTH, and yet I don't think there any maps with such objective, with the exception of previously mentioned burghausen, and that has downside of having medieval mode and also is subject to rushing from both teams.
So what do you think? Would such a map find place and potentially be fun, or such design is inherently flawed and the effort would be much better spent on a proper AD/koth/etc map?
Thanks
There weren't many players, about 14-16.
And we actually managed to defend it until the timer ran out, with me being the team's engineer, upkeeping our only sentry which provided bulk of defense, with main threat being swarms of ravenous enemies constantly pouring from the vent.
Next time we got to BLU's last - we lost in mere seconds, as most of our team rushed forward and died.
This, as well as the fact that "don't push" is the most common phrase on last points, got me thinking: "What if the defending team was physically unable to push?"
Could the last points be improved if they were in an inclosed space, into which offending team would have to drop off, similarly to that vent, or to robot entrances on MvM maps, perhaps also utilizing respawnroom visualizers to block off jumping classes from being able to push?
Would such a gameplay, where one team is strictly defending and the other is strictly offending, even work in Team Fortress 2 and be enjoyable?
Since on most maps, even ones where there is distinction on "offending" and "defending" team, defenders can go on a counterattack, and offenders need to set up previously captured areas, chomping out space for themselves (e.g corridor with a staircase and bridge opposite to dustbowl's 3rd stage last point).
But defenders going on offense on hydro's last points is clearly nothing but harmful and thus their gameplay loop could benefit from such treatment.
I am currently focused on narrowing down a robot destruction map that, perhaps, could compete or even outperform rd_asteroid in it's gameplay loop, and as such I don't want to switch focus too drastically on making a territorial control map, especially since it is much harder to design 6 separate areas.
But I'd like to explore whether gameplay I described higher would work and be an improvement current hydro last points, so perhaps I could make it into it's own map, where there would be just a single point that one team has to defend and other to offend? I imagine this to be sort of A/D KOTH, or cp_burghausen with guns, or simply single point (and single stage as well) A/D.

Diagram for better understanding
This is really the simplest a tf2 map can get, second only to KOTH, and yet I don't think there any maps with such objective, with the exception of previously mentioned burghausen, and that has downside of having medieval mode and also is subject to rushing from both teams.
So what do you think? Would such a map find place and potentially be fun, or such design is inherently flawed and the effort would be much better spent on a proper AD/koth/etc map?
Thanks