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is that one spy on red can stop the blue engineers too easily at the spawn because it allows access to the whole previous half of the map and there are just WAY too many places for him to hide. So he saps and runs away and eventually gets the teleporters.
Meanwhile the attacking team usually ends up devoting 2 people to finding one spy who has a near infinite amount of hiding space and ammo and can make them chase him to literally the beginning of the map or just stand around at spawn, effectively putting blue down 2 players on the final point.
This is an important note because goldrush is already the MOST imbalanced map in favor of red to being with. and the horrible decision to allow access to the upper part of the final spawn should be grounds enough for removal. The map is unfair for blu to begin with, and giving red a further advantage by an easily exploitable spawn is just BAD map design.
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- 13 years ago
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