Map Updates


(INF3RN0) #1

Overall I think the maps are better for it. Whitechapel is probably my least favorite at this point. Further improvements could still come into play though, as I’d personally like to see forward spawns incorporated into all map objs as well as side-objs like the updated waterloo tunnel.

Waterloo;

-Forward spawn might be better placed inside the old office courtyard area. I don’t really like its central location, and would rather have it in a separate room similar to the updated tunnel pump.

-Tunnel pump is finally solid, this is exactly what I wanted to happen for a long time :)!

-Obj 2 could benefit from a forward spawn somewhere outside of the main structure. This way defense could potentially re-establish a forward setup at the connector choke.

-Obj 2 feels a bit hectic sometimes. It would be nice to have something like a constructable barrier for defense to close off the attacker short balcony to help this. Or simply some means of temporarily blocking an access point near the obj.

Trainyard;

-The lack of forward spawns and such close proximity between objs hurts it overall. I think utilizing the underground area for a forward spawn would be really nice. Placing it underneath the central barricaded area and having access to it from there as well would be really awesome. Plus it would give that tunnel network some real purpose and help to split up the defense a bit.

-Opening that train carriage at the 1st obj would be cool.

LB;

-It’s a lot better when it’s short, but the 1st obj is still incredibly difficult to attack. Attackers need a side obj barricade near the EV to block off one of the routes when they gain initial control. I’d also like to see a forward spawn in the area behind the office building.

-The doc run transmit point might be better placed in a separate room inside the adjacent car garage instead of just out in the open.


(Protekt1) #2

On whitechapel, after the EV is on the elevator you spawn right out in the open making you easy fodder for snipers and other long range weaponry… to the point that you can be easily spawn camped. The spawn should be to the side of the church or even at the church. That way you’re not in easy line of fire from people down past the elevator right when you spawn. It also gives you the option to go two directions from there without wasting time in.


(acutepuppy) #3

LB -

The latest version of London Bridge is great. Of course it needs lots of new balancing, but this is one of my new favorites in concept.

The only change I can really recommend is the delivery container itself boring. And it just seems silly that the cores are sitting exposed. The delivery rooms and areas in mp_beach, Island, Outskirts, were all fun to defend at the delivery point.

The easiest solution is moving the delivery box around, making it something you have to get into, or climb up on to, those types of things.

The other idea is to make something like a ‘mobile transmission vehicle’, or an ‘uplink station’ inside the garage area where the data cores can be uploaded to HQ or whatnot. I think it kinda fits the mood of the game better too, there’s no ambiguity of “we got away with the thing!” it’s “we’ve uploaded the data cores”.

That feels like a better match to the universe, and keeps a part to the heart of what made doc runs, and databrain runs, so fun.

WC-

Plain and simple needs a re-work with the creativity that London Bridge got. Here are a bunch of thoughts and ideas. Some parts may need an axe, but I’m definitely a fan of bringing some old parts of the map back.

The data cores could definitely make a return in sacrifice for some of the EV section for sure, much like the treatment LB got. There are fun parts of the EV pushes, but it’s just not fun across the whole map.

The first EV push/repair is a bit of a bore, but the combat area is fun. If the EV started by the church, the first objective could be something to ‘unlock’ the church or something of that nature.

The EV from the church to the lift, and from the lift to the final area, is pretty fun. The lift controls need the most… imagination. Stand and capture isn’t super fun, and three control areas at once is a bit excessive. I haven’t played the level enough to know how the capture timing and map flow are, it may not be as bad as I feel.

The end of the level is a bit weird with the CDA door. The play area is set up for the old objectives. Bringing the second data core run back could be fun, but the beginning portion of the level may have to be cut for time reasons, if that was the case. Alternatively the data cores could be made into EV ammunition, and blasting the wall at the end could be the final objective.

Trainyard-

I’d really like to see Trainyard extended. Camden is/was a touch too long, but Trainyard feels too simple without running those data cores somewhere.

Not too much to say though, it’s fun for what it is, though I’m a bit bored of it :stuck_out_tongue: The new LB is my favorite based on freshness (never thought I’d say that)

Waterloo-

The layout of Waterloo is much, much better. Much less confusing than before.

First objective:

I’m still not a huge fan of the forward spawn being an area-capture that spawns you away from the capture point itself. Often times the capture feels unrewarding for some reason. Partially because there is no spawn selection, the tunnel route is awful nice to take, but you have no choice to take it.

Second objective:

The second half just isn’t working, and the hack objective is definitely the more exciting of the two objectives. There is quite a bit of odd unused space since the C4 Objectives were moved together. I’m still learning the new layout though, but you may be on to re-investigating two different C4 sites.

The hack objective could even be a forward spawn up there, between the two sites.


(shaftz0r) #4

[QUOTE=acutepuppy;484718]LB -

The easiest solution is moving the delivery box around, making it something you have to get into, or climb up on to, those types of things.

The other idea is to make something like a ‘mobile transmission vehicle’, or an ‘uplink station’ inside the garage area where the data cores can be uploaded to HQ or whatnot. I think it kinda fits the mood of the game better too, there’s no ambiguity of “we got away with the thing!” it’s “we’ve uploaded the data cores”.

That feels like a better match to the universe, and keeps a part to the heart of what made doc runs, and databrain runs, so fun.[/QUOTE]

make it a doc run to the ev on the bridge, and have it a continued escort around that corner, to the end of the road. it give defense a chance to spawn and run through garage, or if you cant catch the obj on the bridge, it give defense another chance to setup a defense up the stairs


(Protekt1) #5

What I love about LB now is that it feels a lot less about backraping. But the first task could be made a little bit easier on the attackers, especially now with the improvements to defensive capabilities. It also runs a lot better for me now.


(Anti) #6

We have another prototype version of LB coming next patch with a single doc run that goes from the current spot to a space beyond the MG building outside, with defenders spawning further back. Essentially the spawns at 90 degrees to the pick up and delivery spots.


(rookie1) #7

Sound good all these changes …Aussie server or not next week im in :slight_smile: im dying waiting :tongue:


(Rex) #8

A single doc run with proper objective and transmit point placing is exactly what we wanted to see! Looking forward to LB becoming a good map. :slight_smile: