TDM London bridge gameplay


(stealth6) #1

Here are some areas that I think changing would make the map more interesting, feel free to counter argue or discuss.

Every time I see this I think too bad that’s just a little bit too high. Wouldn’t it be cool to be able to jump onto the solar panel an then onto the bridge?



[0067.88] Log: Log file open, 11/30/12 17:43:13
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[0067.88] Log: MapName: TDM_LondonBridge
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[0067.88] Log: BugItGo -1318.9713 -3011.7275 478.4181 -1471 -22718 0
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Here’s another place you can jump onto the bridge, so I was wondering if it was a conscious decision or not.



[0218.47] Log: Log file open, 11/30/12 17:45:44
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[0218.47] Log: MapName: TDM_LondonBridge
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[0218.47] Log: BugItGo -1531.2631 -2445.9934 452.2900 -2612 26956 0
[0218.47] Log: ?BugLoc=-1531.26,-2445.99,452.29?BugRot=-2612,26956,0
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Can we be able / allowed to jump through this window, it’s surely big enough and low enough I just can’t pick up my legs to get through it.



[0238.00] Log: Log file open, 11/30/12 17:46:03
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[0238.00] Log: MapName: TDM_LondonBridge
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[0238.00] Log: BugItGo 368.1615 -2725.8633 201.7562 -869 8418 0
[0238.00] Log: ?BugLoc=368.16,-2725.86,201.76?BugRot=-869,8418,0
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Can the clip be removed from the cone in the this screenshot, it kind of gets in the way when your trying to run away.



[0537.23] Log: Log file open, 11/30/12 17:51:02
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[0537.23] Log: MapName: TDM_LondonBridge
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[0537.23] Log: BugItGo 488.9790 -3806.1675 212.7144 -2331 -16480 0
[0537.23] Log: ?BugLoc=488.98,-3806.17,212.71?BugRot=-2331,-16480,0
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[0537.23] Log: Log file closed, 11/30/12 17:51:02


(INF3RN0) #2

You can jump that first one, but it’s not by jumping on the solar panel :wink:. You just jump onto it directly from the ledge.


(Ashog) #3

Good thread. Was thinking about such thread too. Since we yet don’t have a server to mess with objectives alone and I haven’t yet come up to make screenshots during the heat of real battles, here’s my suggestions to the map w/o screenies. Hope to post’em later.

Compared to Chapel, bridge is in my opinion not yet quite making it. I blame the lack of tools to damage EV (often the defending team if fully alive around EV but can’t do anything to it - no grenades and airstrike cooldown is recharging), so the EV just drives all the way to next objective… The problem is that the ratio between the EV health and SMG damage to it, as well as grenade and airstrike damage, is too high. Also airstrike cooldown is too long. What about making the EV not so fat and decrease also the time to repair it?

Another unpolished part is the cell defence after EV blows the doors. The defence room with cells has way too many entrances. I think there are at least four, and all of them are accessible to attackers. It happens that sometimes enemies enter at once from four directions… Also, the cell capture path to EV is too short - almost no way to intercept.

Another problem for this stage is the spawn and path of defenders to the room. It leads along the attacking path and is easily spawncamped. Sometimes one can find turrets directly after the exit from the spawn. Bye bye cells as a result.

All of those issues together lead to a too fast win of the attackers, often 10 minutes before the TL.

I will try to make screenshots next time.


(Humate) #4

The bridge is OP cough


(stealth6) #5

ye seems to be protect the bridge rather than TDM :smiley: but kind of works (at least with small groups)