Biggest flaws for the current maps


(S0und_) #21

[QUOTE=Rex;474414]I want to highlight some of the biggest flaws for the current maps:

Waterloo:


It’s good that you opened up a new route for the spawn corridor, though the miserable choke point moved only a few meters back! I think there’s not much to say here, as we have only one (!) way to get out and can get shot from everywhere. A real pain in the ass on public, once defenders set up a good defense here. It’s just brainless dying then and no nades made it even harder.
[/QUOTE]

This is pretty much the most annoying map design issue for me right now.


(Glottis-3D) #22

[QUOTE=Volcano;474586]didnt take as long as I thought to find the reply from Draska
http://forums.warchest.com/showthread.php/36023-possible-changes-to-Victoria?p=447753&viewfull=1#post447753

and heres samurai’s thread
http://forums.warchest.com/showthread.php/35873-Waterloo-Terminus-Map-Layout-Suggestions-With-Diagrams-Poll-Version-19135[/QUOTE]

what realy saddens me is…the date of those threads. it was april!!! and only tiny things were changed (like a trash container to jump on to the pipes-bridge) while important things like after-the-door massacre were left unchanged


(Dormamu) #23

[QUOTE=Rex;474414]…
Waterloo:


It’s good that you opened up a new route for the spawn corridor, though the miserable choke point moved only a few meters back! I think there’s not much to say here, as we have only one (!) way to get out and can get shot from everywhere. A real pain in the ass on public, once defenders set up a good defense here. It’s just brainless dying then and no nades made it even harder.
…[/QUOTE]

The explosion could open those closed windows and allow the attackers to climb in to the building from the other side, gaining higher ground :smiley: