BLOCKOUT WEDNESDAYS: Canary Wharf


(Smooth) #1

Hi all,

Starting this week, every Wednesday evening we’ll be opening up the VIP Test servers to everyone in the Alpha with the aim of getting more feedback on the latest in-development map, Canary Wharf.

Both VIP Test servers will be open from roughly 5pm (UTC) until Thursday mornings. If you do give the map a go, please try and leave feedback along these lines:

[ol]
[li]Which part of the map/objective you like most and why?[/li][li]Which part of the map/objective you dislike most and why?[/li][li]Do you find any particular part of the map useless?[/li][li]Which route/position do you find the most useful when attacking/defending particular objectives?[/li][li]What tactics (if any) do you employ when trying to complete/defend particular objectives?[/li][/ol]

Update: Another thread for the latest version has been started here.


(Mustang) #2

Haven’t played the most recent block-out with a full server yet, so looking forward to this.


(scre4m.) #3

I wonder why, I wonder how …


(Kendle) #4

Bloody hell, I most likely won’t make it tonight … if it’d been blockout Tuesday however … :frowning:

Scratch that, why have blockout any night, why have a VIP server, how is not letting the rest of Alpha test the new map helping the development process?


(Volcano) #5

the inner circle people do the testing and feedback in the earlier stages so you lot dont just outright sook about something if its terrible (you’ll do it anyway but hopefully less)


(Kendle) #6

If the feedback SD receive from myself or anyone else is counter-productive to the Alpha development process we should be removed from the Alpha. If not, explain to us how not testing stuff helps?

Maybe Camden wouldn’t have required such drastic changes (and the time it took to make them) if more of us had seen it earlier?

I find it counter-productive splitting a tiny group of testers into 2 groups like this.


(iwound) #7

all testers get access eventually to the new blockout maps.
vip’s just get earlier access.
and some feedback would be nice if people have the time, as im curious to other peoples thoughts on this level.


(Smooth) #8

It’s more a case of what we’re prepared to show a larger audience, the current player-base is pretty small but we’ll be increasing this slowly over time and we don’t want everyone to be playing prototype maps without art or much gameplay iteration.


(rookie1) #9

As a said before I see this map in 2 parts
last objective should be part of its own map:
I think its a waste to use this awesome aera(last obj, open space)
that have so many possibilities only for a final objective of CW


(Anti) #10

[QUOTE=Kendle;441902]
Scratch that, why have blockout any night, why have a VIP server, how is not letting the rest of Alpha test the new map helping the development process?[/QUOTE]

It’s also helping because most of the VIPs gave us a lot of money towards making the game, and we love them for it :slight_smile:


(Ecano) #11

Does it mind that not all VIP pay for? :smiley:

Thanks for the blockout night!


(Fishbus) #12

I think it’s very important to get ALL opinion on the map during the process of making it. Therefor, we will be playing blockout every Wednesday for the foreseeable future


(Kendle) #13

Some gave you nothing, and some (probably most) who are not VIP gave you £90 minimum.

edit: Just realised the Contributor and Founder packs include VIP access, so Legendary are denied it precisely so you can charge more for the others. Fair enough, that’s business I suppose.


(warbie) #14

I only had a bit of time tonight, but got a good few games in and first impressions are all positive. Especially the big open outside space near the end - it’s great. More of this pls! It’s also especially nice to get to play before you let the art people get in there with their fog machines - everything’s so nice and clear and crisp! Good stuff.


(en2ie) #15

Not going to answer them all, but based off my initial impressions:

The first objective is my favourite part so far - having two doors to blow up makes for a nice split of players towards each side.

I would say the second objectives (where I think your using the door controls). It might not be that bad but so far it seems like a really tough part of the map.


(iwound) #16

[QUOTE=en2ie;441946]
The first objective is my favourite part so far - having two doors to blow up makes for a nice split of players towards each side.[/QUOTE]

have you found the third way in yet?

some great games tonight on 8v8. really enjoyed it.


(INF3RN0) #17
  1. Which part of the map/objective you like most and why?
    The second obj is currently my favorite. I particularly enjoyed the fights that occurred in the left (of offense) corridor. Overall there’s a lot of motivation for the defense to push forward. Overall though it would be better I feel if the objective itself was separated from the view of the offense and defense. The center and right side (of offense) just feel a bit to exposed.

    1. Which part of the map/objective you dislike most and why?

The last objective feels a bit too chaotic. I think it would be better if the transmit location was in a separate area following the track at either end of the pickup location.

3. Do you find any particular part of the map useless?

Not so far.

4. Which route/position do you find the most useful when attacking/defending particular objectives?

[I]Attack:

1st- left side door or top

2nd- left side corridor

3rd- right side or jumping through middle

Defense:

1st- same area as offense

2nd- same area as offense

3rd- anywhere really[/I]

5. What tactics (if any) do you employ when trying to complete/defend particular objectives?


Medic and soldier would seem to be the most effective classes for the map, sniper also. I’ve only played a bit, but trying to hold out in the choke points of hallways, the bottoms of ramps, etc seems to work well.


(Samurai.) #18

Managed to play a few rounds tonight and overall I really like the design of the map! Here’s my feedback based on fairly limited play time.

Which part of the map/objective you like most and why?
Last area of the map, it is very open, but at the same time there are many routes for flanking, routes accessible via sliding down hill or crouching only and sneaky tunnel routes (under the PDA objective platform). Also the various choke points that come up across all objectives in this map are really nice.

Which part of the map/objective you dislike most and why?
As attacking team coming down the escalators between the 1st and 2nd objective - you are restricted to a fairly narrow path and very exposed to fire from people you can barely see (they shoot your feet before you can see them -> moving down the escalators).

Do you find any particular part of the map useless?
Pfff, hard to say depends on the route of where the enemy team is as to how useful/useless an area is, haven’t noticed any completely irrelevant area’s so far.

Which route/position do you find the most useful when attacking/defending particular objectives?
Well that’s extremely specific, i can’t say tbh, i mainly stick to the outside routes on a map rather than the middle, as the direct route seems to make you very vulnerable especially with the current TTK over long distances.

What tactics (if any) do you employ when trying to complete/defend particular objectives?
Flank/backrape the enemy team as much as possible… just have to time it right in between spawn waves.

In general:

  • The interaction with the environment to get to places (sliding, crouching, walking up pipes, opening the doors at 2nd obj, sneaky tunnels and ofc my favourite - the lifts!!) are all extremely nice - the current maps we have need more aspects like this.
  • The flow of the map was really nice, basically progressing to completely different environments with each objective. (No E.V. :slight_smile: )
  • Having more vertical firefights mixes up the strafing and aiming required which is good.

(Humate) #19

Which part of the map/objective you like most and why?

Last part as defence - sniperwhore
Second objective for defence - some nice hallway duels 1v1

Which part of the map/objective you dislike most and why?

Cant say atm, but if I was forced to possibly 2nd obj attack.

Which route/position do you find the most useful when attacking/defending particular objectives?

Coming from etqw, any position that gives you a better read of whats going on. Also with this current damage model and ttk, the ability to drop down and shoot someone in the back before they have the time to react is pretty significant.

What tactics (if any) do you employ when trying to complete/defend particular objectives?

In terms of tactical depth in the game, theres not a lot to go on. But this is fine.


(Fishbus) #20

Lots of nice big games tonight, thanks a load for taking part. Hope to see you next week, and the next version after!