Best fight layouts in DB (in all versions)


(Glottis-3D) #1

For me numero uno is hack objective in old victoria/waterloo/terminal.

Why was it good?

[ul]
[li] one meatgrind main passage, two backrage routes, and a side shooting spots, and grenade possibilities.
[/li][li] had several lines of defense, allowed to push forward, retreat, etc.
[/li][li] demands very good teamplay to defend, and even better teamplay to attack. And because of all the areas involved it didnt feel small and claustrophobic. I personally had greatest time on that object[/ul]
[/li]
What could have been better?

[ul]
[li]there was a lot of passive defense abuse in the main. (Turrets, steaky bombs, mines)
[/li][li] not very good time 2 hack. Possibly a c4 charge could have been better for that.[/ul]
[/li]
What was your favorite part so far?


(PixelTwitch) #2

After the first barricade on Bridge Alt where you go under the bridge till the end of the EV route.

Why was it good?

  • Head to head fight with close re-spawns for both teams (but Attackers is closer)
  • High ground on both the left and right with many flanking routes
  • Bits of shelter allow you to avoid air-strikes

What could have been better?

  • Having the route from the original Bridge follow but remove the barricades.
  • Give defenders one more route as their right hand side is just a wall so very hard for them.

(Glottis-3D) #3

[QUOTE=PixelTwitch;506064]After the first barricade on Bridge Alt where you go under the bridge till the end of the EV route.

Why was it good?

  • Head to head fight with close re-spawns for both teams (but Attackers is closer)
  • High ground on both the left and right with many flanking routes
  • Bits of shelter allow you to avoid air-strikes

What could have been better?

  • Having the route from the original Bridge follow but remove the barricades.
  • Give defenders one more route as their right hand side is just a wall so very hard for them.[/QUOTE]
    Would like this part to be longer. Not just 10 or 15 meters.
    Mb make the whole bridge longer?
    Mb make a barricade on the bridge?
    I liked this part even in the old bridge with weird spawns

(BomBaKlaK) #4

The camden 2 last missing obj …

Why was it good?

  • Maybe the only interesting Doc run
  • More routes, more possibilities like the long route over the bridge
  • Real attack / defense front
  • Backrape possibilities

What could have been better?

  • Some geometric change for the last area
  • Add some tricks jump access

(Protekt1) #5

The warehouse execution map

Why was it good?

Because I don’t get that claustrophobic feeling like I die instantly if I pop out due to 2-3 people pre-aiming. There are ways to flank and even move unseen to get better positioning. Defense isn’t all about aiming at a spot the opponent eventually comes out of. There was also a variety of combat areas all packed into one spot. Sniper areas on the sides while insides mostly supported close-midrange combat with multiple floors.

What could have been better?

Making that part 1 of a 2 part map. And adding 2 objectives, and perhaps 1 side objective that made getting to the second part of the map easier or something.


(BomBaKlaK) #6

[QUOTE=Protekt1;506068]The warehouse execution map

Why was it good?

Because I don’t get that claustrophobic feeling like I die instantly if I pop out due to 2-3 people pre-aiming. There are ways to flank and even move unseen to get better positioning. Defense isn’t all about aiming at a spot the opponent eventually comes out of. There was also a variety of combat areas all packed into one spot. Sniper areas on the sides while insides mostly supported close-midrange combat with multiple floors.

What could have been better?

Making that part 1 of a 2 part map. And adding 2 objectives, and perhaps 1 side objective that made getting to the second part of the map easier or something.[/QUOTE]

I like it to for the same reason


(prophett) #7

I currently like the second phase of trainyard, but definitely not as a final objective.

I like that there are some different routes that cause the defense to split up a little and rotate to cover, and the openness of it.

Making adjustments to the first stage of this map - firewall/dual objective suggestion by myself/Kroko, and having a nice third phase to compliment it and it would be a lot more fun to play.


(tokamak) #8

The start of the Whitechapel EV is the best layout for a good fight right now. It’s just that similar to the good old ET (not like any map or something, but in spirit).