White Chapel - Map Discussion


(INF3RN0) #1

I think we have all been complaining about the 2 very awkward objectives on White Chapel lately. I’'d like to open up a discussion on how to improve these two objectives, which are really the only issues I have with the map.

Firstly I think that this area should become another spawn exit for the offense at their first spawn point.


The power cell room objective is incredibly cramped for the defensive side, as well as only having one entrance route. I think that a few simple things can be done here…

Adding an opposing balcony similar to the one the offense has access to.



Adding a secondary room/hall on the left side, which can attach somewhere at the front room, under the outside ramp, or even by drop down ladder at the top of the ramp.


Furthermore the delivery to the escort vehicle is way too close to the power cell room. There ought to be something a bit farther away from the vehicle where the cells are delivered. If this was the case, defense could have a secondary exit on the opposite side of the escort vehicle where the new delivery point would be.

The last delivery objective is just as bizarre. There just needs to be something more complex happening in the delivery location.



(Thundermuffin) #2

I’ve never got to play the map to completion, but the APC’s position at the power cell delivery objective really bothers me. The last time I played it was impossible for the defense to get around it, and I only saw one or two offensive players make it over. If it stopped further back (before the turn) then that would allow the defense to push up without having to go through the building that holds the cells. Plus, the offense would be able to flank which would help stop the long stalemates to get the last couple of cells that are near the back.


(Humate) #3

The doc run objective… it feels a bit awkward.
I cant say much more than that.