Exactly!
I was going to mention this but somehow came to the realisation that it does make sense for players not to be allowed into the building before the objective was active, however I hadn’t thought far enough to figure out that I was only considering it from an attackers perspective, it totally makes sense to allow defenders access.
Previously this done with selectable spawns, team only doors, and map design. Now it’s either done with defender friendly map design, which is great, or non-defender friendly map design, which isn’t great. I don’t mind the change in philosophy, but it puts a lot more emphasis on getting the map design right.
Some examples of good transitions between objectives and map designs:
- Trainyard 2nd-3rd (blocker carriage to helicopter)
- Bridge 1st-2nd (EV repair to escort/barrier)
- Underground 1st (defenders have easy access from a doorless entrance)
Some examples of bad transitions between objectives and map designs:
- Trainyard 1st-2nd (can’t get to blocker carriage before gates open)
- Bridge 2nd-3rd (no defenders entrance to the GH building)
- Underground 1st-2nd (can’t fallback until gas has cleared)