BLOCKOUT WEDNESDAYS: Canary Wharf v19135


(chippy) #41

Just had a quick run around, main thing that bothers me (I haven’t actually played it, bare that in mind) is obviously the pipes are really stuttery to run on and there are loads of places where you think “Oh, sweet I can get up that way!” but it’s actually a invisible wall in the way.

Will come back to this when I’ve actually had one or two proper games on it.


(Anti) #42

[QUOTE=chippy;447963]Just had a quick run around, main thing that bothers me (I haven’t actually played it, bare that in mind) is obviously the pipes are really stuttery to run on and there are loads of places where you think “Oh, sweet I can get up that way!” but it’s actually a invisible wall in the way.

Will come back to this when I’ve actually had one or two proper games on it.[/QUOTE]

We’ve already started addressing a lot of the pipe clip issues, should see some improvement next patch.


(tokamak) #43

At one point there’s a floor over the main corridor with a destroyed piece of floor in it through which players can exert a lot of control over the main route.

That’s the **** this map needs more of. Right now it’s basically one big tunnel towards the end. Rather than horizontal alternative routes this map needs vertical routes. Rooms and balconies and such that need to be controlled in order to have a say in whether or not people pass through the corridors underneath.

That’s the tactical potential this map has and that’s exactly the type of spatial control players should be fighting over.


(iwound) #44

Have the spawns been fixed on this yet. too annoying to play while you spawn on the roof.