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If that wasn't bad enough, the map essentially makes teams do that twice but this time, the cart is going straight up on a platform with very little footing and cover. It takes a long while to push up the hill, an Engy probably has a level 3 sentry set up in the building, it's easy to get surrounded, the defending side will usually have the height advantage, and the cart will return to the bottom if it's not pushed the whole way up. About halfway through the tracks is a hill which the cart must be pushed up. While the emphasis on verticality does make it famous for the many Trolldiers market gardening left right and center, the map itself lasts very, very long. And that's if you're lucky enough not to get put in a 2Fort server overrun with friendlies who take the intel and consciously choose not to cap to purposely stall out the match infinitely, calling anyone who tries to cap the intel a fun-hating tryhard. Both teams escape routes intersect just outside their spawn rooms through narrow chokepoints, effectively encouraging the opposite team to spawn-camp to succeed.
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Worse still are the return trips upon stealing the intelligence. The lack of flank routes, the constant Sniper wars in the area between bases (which means they're on high alert and ready to shoot anyone on sight), and the ease of setting up sentries to guard the intel leads to the map being played for hours on end.
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