Map Preference Poll - v40323


(Smooth) #1

With the latest release and you having had a chance to play, we’d like to know which of the current live maps are your favourites to play :slight_smile:


(spookify) #2

Some one voted Dome… haha

Terminal is the only map with progression and a story…

  • I still Think there should be a forward (Flag Cap) Spawn in that pump room… There would be epic recaps to push the enemy back… Instead we again have an area were we sit and twiddle our thumbs while the area gets spammed to crap and then the kicker is once the forward spawn is capped we re-spawn in a magic location that just happens to appear!!!

Whitechapel first stage and middle stage is awesome after that you AGAIN! Loss map progression and story… Deliver and EMP to an airport looking glass gate that is the front of a building and then get this! The building EXPLODES from and EMP charge! WHAT!!! Unless the building, beams and support structure of the building are held up by electric magnets that will never happen… Again please create a room in that area where the attackers need to grad the OBJ and take it back to something… End it like ET and RTCW Frostbite (Or was it ice…)

Dome - BAD
See Link for Idea’s
http://forums.warchest.com/showthread.php/41935-Dome-%E2%80%93-Blockout-Evolution?p=514542#post514542

Bridge - OKish
Needs a secondary OBJ first stage for attackers to get one more path into the RV OR fix Spawn times to ET standards and that first stage is perfect…
-Second stage for sure need a secondary obj to get a alt path into that room… People are stacking Rhinos and Aura in there and they can full hold easy and not to mentions 2 bush’s turrets!
Last stage again wtf - Add one way door and make the deliery point equal distant to the side like ALT Bridge… Make it a roof top something something!


Underground
Or CW
First stage is beyond bad!
Please do a forward spawn cap! with dyno and one way doors… Attackers need to block the gates to move forward.



Last Stage be more creative! How about instead of blowing the controls you actually blow 2 tubes that hold water back?

Trainyard
People know my feels in train… It is the least storylined map there is! Plant C4 in the middle of know where and when it blows up two gates fall and a run away train comes running through! HUH!!! I talked about this somewhere on the forums but I can not find it… Blow the gates or that big wall in the middle!!!

Maps Need
One way door (that Can be haxed as secondary Objectives!)
Forward Flag Cap Spawns.
Progression.
Doc or EPM runs AWAY from the enemy spawn
MAP need ET SW Mode Spawn Timers!
Dyno Progression!
Smart side objectives… (Sort of like Supply with the covey back wall that would be exploded.)


(Glottis-3D) #3

Dome - still most diverse map in terms of fight ranges, layout, verticality.
-1st stage needs some conceptional redo
-2nd stage needs much better side objectives, that define and help the flow - which Primary you want more.
-3rd stage needs forward spawn and a clear frontline. still messy.

Terminal - broken and unfinished. but it is playable. would realy appretiate some changes.
-Inferno did a good job in re-layouting this stage. so did some others Pixel, Raste and your humble Glottis.
-2nd stage is ok-ish.
-give back Hack objective. it was intense in a good way. (

Canary - no thnx.

Bridge
-fix the 1st stage. for this you need to re-concentrate routes. we do not have back route for OBJ. not a single one.
-widen the EV path with various side routes for interceptions like you did with WC.
-and bring back the ALT-bridge finish. it was fun.

Trainyard.
-1st stage is still the worst expirience in my life. some times it is much worse than Canary(Underground).
-2nd stage messy. it is not very fun. will think about what is the main problem here. something with the different travel times for left and right, and also something else
-3rd stage the def spawn is very spawnrapy

Chapel
-1st Stage ok
-2nd stage is ok
-3rd stage is VERY spawnrapy for defs. this is not how you should win a game.


(Violator) #4

Voted Bridge (kinda), Terminal, Whitechapel (kinda).

Bridge
Only really enjoy the last objective - the first is too laggy for my poor PC. EV repair still heavily favours defence who can hole up in there. The barrier room is still a tad OP.

Terminal
One of the few objectives that has some kind of tactical variety, mainly due to the forward spawn. Need more of these on other maps. Last objective, like most of the other last objectives, can only be won by spawncamping the defending team.

Chapel
EV stage is good now, less linear but the road could still be widened a lot more. Defence spawn too close to the lift meaning gg if the EV is disabled just before the destination. Last objective however is the worst in the game due to the fact that it also requires spawncamping the enemy to the extent that they can easily be sniped / airstruck right on spawn.

Dome
This is still WIP but the first objective is like Fort Knox, the phone box transmit room, def spawning on the transmit, the MG turrets, the easily buildable but hard to destroy walls. Love the trickjumps though. Last objective seems to be just as hard to break into, at least defence don’t spawn right on top of it. The new cover seems to help defense more than attack - boarding up those top windows has really helped though.

Underground
This is just awful tbh, which is a shame as it looks great. The first objective is a complete spamfest, and once again the last requires walling in defence into a tunnel. The only nice part is the U-bend which only gets a brief battle due to the strange moving spawn system.

Trainyard
First objective is ok but always plays out the same pretty much. Second objective is usually over very quickly now as attack can often rush it before defence can get into place, if not its pretty good. Last objective is another spawncamp required example though defense do have an alternate exit this time - the fights in the middle-ground can be good. MG is OP and seems to shield the user most of the time (as does the one on WC facing the chapel). Would be better as just one jug. Jug is often hard to pick up as well when it spawns.


(spookify) #5

Again with an ET comparison but “one” of the things that made ET maps great in SW was that the attacking team actually needed to pass close or around the enemy spawn… (You also had spawn points and fire-teams)

I could map almost every map in ET and most in RTCW were you had or could travel through defenders spawn.

Looking forward to the next balance update…


(BomBaKlaK) #6

NONE OF THE MAP DESERVE A VOTE !

I HATE ! Litteraly every maps ! (and obj design by the way !)


(Nail) #7

[QUOTE=BomBaKlaK;515393]NONE OF THE MAP DESERVE A VOTE !

I HATE ! Litteraly every maps ! (and obj design by the way !)[/QUOTE]

I think you have made that abundantly clear on so many other threads, try stay off at least one, kthx


(BomBaKlaK) #8

question -> answer

Nothing more


(Nail) #9

[QUOTE=BomBaKlaK;515424]question -> answer

Nothing more[/QUOTE]

nope, whining, bitching, and stamping your feet like a six year old

it’s annoying, please redirect your anger


(xdc) #10

[QUOTE=Nail;515436]nope, whining, bitching, and stamping your feet like a six year old

it’s annoying, please redirect your anger[/QUOTE]

deal with it. i didn’t see any ‘whining, bitching, and stamping’ or any anger, just capital letters.

plus i agree most maps are bad, but dome and whitec are decent


(INF3RN0) #11

Bomba just spams tho…


(spookify) #12

Bomba speaks for the 95% of DB gamers that do not post on the forums.

:penguin:


(spookify) #13

8 Votes for Dome and and the only reason is open spaces?

Maybe once you add interesting Objective is might be good but as it sits it is not the best map…

In 5v5 these wide open spaces are going to be too wide open…

The first objective is dumb… I should use a technical term here umm… Stupid…

The second OBJ in 5v5 is again useless because you can not defend both in a 5v5…

There should not be a thrid OBJ…

Blow up both the radars thingys…

We repeat ourselves over and over on these forums because we get small feedback or know feedback so we repeat ourselves… We heard we are getting crafting! That was awesome and great to confirm…

***How about SD tries something new? Really put the shaped by gamers to the test! You are going to redesign some objectives and routes in some maps right? yes! You have your meetings at SD on the direct you are going to go in the redesign based on your talks and some feedback from us and ECHO. Why not take the last step!! Come back to this community say “hey… we are going to put a wall here and put another data Core tube here”… What you think? This could save some time and possible even another whole map resigned which you said yourselves is one of the most time consuming things…

Even if you do not tell us I beg you to come up with an internal process that outlines the map…
#1) Story
#2) Progression
#3) Objectives
3a - Does the Obj makes sense with #1 and #2
3b - What might possible be an OBJ in a future war that might need to get done. One thing about our real history is some of the story lines from the earliest wars in Babylon to China and Europe to the World Wars to modern war have all stayed the same… (Infrastructure, command and control, leadership, defensive capabilities and so on) (Then the war within the war… Hostage Rescue, downed Pilot rescue, Close Combat support, front line push, defensive retreat, scouting missions, leadership capture, assignation, spy missions, sabotage, espionage and much more)
#4) Conclusion
4a - Does the Conclusion fit a DB storyline in anyway

Right now every map is a EMP or EV or C4… And it all seems random… Please put it all together and complete the story of DB!


#14

Last stage of Whitechapel was nice once, ONCE, when there was a moment, maybe 5-10 min of actual teamplay between medic and field ops defending the last spot, while giving each other med packs and ammo packs.
(Would be nice if an engineer had put mines there too, for an enemy covert to spot, but who can dream of such teamplay)

All other maps, and 99% of the time I play in DB feels like TDM.

Let me repeat:

DB feels like teamdeathmatch, 99% of the time.

I dont like TDM.
I like:
-W:ET good custom maps with their objectives like supplydepot2, or RTCW Beach which are mostly kinda like Demolition or CTF combined.

  • COD: Search & Destroy (bomb/explode area objective, 0 respawns per round)
  • COD: Capture the flag (escort objective)
  • COD: Demolition (S&D with unlimited respawns)
  • COD: Domination

Since I dont like TDM, I dont like DB that much either.


(prophett) #15

Probably the second time I had the warm fuzzy teamwork feeling since I started playing DB.


#16

Its quite sad actually.

To illustrate how imo DB get things “right”. (DB on the right)
It got colours, shape etc that resembles the original,
but all accuracy on the actual feeling of the game is no way near the original W:ET teamplay / feeling.

But if devs feel its their intent to make the player feel DB is TDM, then sure devs go ahead and make that statement.

And if devs are trying to make nice addicting teamplay as in W:ET and RTCW, which is not at all seen in DB, then, maybe could you listen to feedback more, and have less own vision / direction.

Pride seems to be an issue here, of the own direction, trying to invent something new, but not realising, that somethings arent supposed to be reinvented, since they are already close to perfect.

So your wheel that you devs, try to “reimagine” or revision, is borked. Its an triangle, and runs bad.

I hope this feedback is seen as my opinion, and not seen as bad intentions. I honestly try to help. It seems like you want to make a game with lots of different things. Some which you devs are not willing to change, and some who are up for debate.

Im just saying, if it feels like TDM, and its not supposed to feel like that, then maybe investigate why it feels like that and fix it. And if you cant solve it, then maybe hire people who can, for example very experienced community memebers, who have maybe 5000-10000 hours into W:ET or RTCW, or/and community mappers.


(xdc) #17

would like to see more height in the maps

  • walljumping side to side of two buildings to not take crater damage,
  • jumping down from a roof top onto a trampoline, into water, etc
  • swiming through water to get to other side
  • using a teleporter, jumppad, escalator, high speed walkways, etc

more diversity please, DB needs to be more futuristic … the theme of the game seems to be a limiting factor


(spookify) #18

[QUOTE=xdc;515814]would like to see more height in the maps

  • walljumping side to side of two buildings to not take crater damage,
  • jumping down from a roof top onto a trampoline, into water, etc
  • swiming through water to get to other side
  • using a teleporter, jumppad, escalator, high speed walkways, etc

more diversity please, DB needs to be more futuristic … the theme of the game seems to be a limiting factor[/QUOTE]

I suck at wall jumping and did not trickjump in et but the current jump in DB is very unreal and weird… why do i have to turn away or back jump up something? You know how many times in real life i jump leading with my back? Zero… You can youtube amazing wall climbing and street jumping… now brink had something like this but over did it. Slide was beyond a game killer but some of the movement felt good just dont go crazy with it. I would treat it as a normal person trying to pull off these moves!
Better yet put smooth or anti is those tights with the motion capture balls and have them jump up a wall or off a wall and lo gjump hahaha! You might need to set that animation to thunder or fragger but there is also no way that a proxy could double jump tripple the height an speed… ok ok so there is that super small chick that is doing amazing things on american ninja show right now… youtube her she is about the size of my leg which is what rhino or thunder is to proxy… however with her being so small the larger men are stronger which actually makes them over all faster… A NFL defensive lineman that weights 300 lbs can still beat a 5 foot 100 lbs chick in a foot race…


(INF3RN0) #19

Maps haven’t changed enough in significant ways for this poll to be relevant to me. Even after all of the specific feedback on the most desirable doc run layout, dome still failed to implement it. Sigh.


(onYn) #20

Well, honestly the maps are still unacceptable. They mostly have almost nothing positive to them.

  1. Paths are mostly so linear that I am bore insanely fast. Not even mentioning what kind of tactical depth they have…

  2. Tiny map design promotes nade spam. In my eyes it´s a total disaster for a game to deliver such maps, when it´s obvious that they will have to contain such abilities.

  3. Objective areas feel a lot like bottlenecks. I feel like there is a insanely small variety of how to defend or attack objectives. All you can do is skirmish in front of them and that´s it. I almost feel like the map design got outsourced to a studio that hasn´t seen objective game play before. Not only that there isn´t a true variety of defensive lines (aggressive, balanced or defensive) you could set up. The defense that you actually can´t set up doesn´t feel intuitive and I don´t actually experience that I am defending something. It´s rather a mix of trying to not get shot/naded from all angles.

  4. Point 4 would actually be about how much the original design couldn´t have been designed for competitive play. But to be honest I am sick of mentioning that.

All in all I just can´t understand how this still can remain unfixed. But what bothers me even more, is of how those maps could even be like they are to begin with. They obviously don´t support a bigger amount of players (get´s spammy really fast) and at the same time look like garbage for competitive in my opinion. It´s almost a masterpiece to create something that is so unsatisfying in so many regards like the maps in DB.