To be perfectly honest there was a huge loss of dynamic game play, strategy, and overall class definition when DB decided not to have any true side objectives. I am referring to hackable/destructible doors, constructable barricades/bridges, etc. The types of side-objectives that were more than just a one time thing and could go back and forth throughout the game. These things added so much more interesting possibilities and strategical decision making, and I feel like DB could take the opportunity to improve on the system. This would help give each class a more important role regarding the team play as multiple classes would have the ability to influence the outcome of the game by more than just shooting off their guns. Not to mention it would give a huge incentive to defend and attack multiple locations on the maps and effectively spread out the action (non-linear game play). The closest thing we have to side objectives currently are the detox units, which sadly shouldn’t even be considered side-objectives because they aren’t placed in a manner that allows them to be fought over. If you think side-objectives need to make a comeback please vote, leave your opinions, discuss your ideas regarding side-objs, and maybe even MSpaint out locations on the maps where these things could go. I really really really want these back.
Bring Back Side Objectives!
I agree the poison tunnels are quite pointless because they are effectively at the attackers spawn. I believe the classes could be balanced without them, so it’s not really a reason I personally would use, but I wouldn’t mind if each map had like one or two sideobjectives, NOT more. They would need to be in points where both teams have access, and they should be completed quickly, like the old skool spawn flags.
Generally i wish myself more possibilities on maps, even beyond W:ET (sorry that is kind of my only perspective). W:ET should be the minimum, DB is even less currently regarding possibilities. I don’t know, it might be the general structure of the maps. Not only side objectives, but generally more options would be great. DB maps tend to be more linear and force you to stay on one mainroad and you can do B only when A is done, you really gotta play by script only, which is bad imo.
As an example Oasis: you could construct the waterpump at the beginning of the map at the allied spawn, then sneak by the axis spawn and combo-construct the next waterpump to forge a path up to the final objective. Simply having such a possibility is great.
Another example is battery: there are two entrances, one more or less from the side and one from the main road. These are already two possibilites. When you decide to go up the main ramp, then again two possibilities unfold aka either capture the spawn or bypass that and try to do the main objective right away. If you decide to go for the backdoor then again two possibilities unfold: you can try to go for the objective through several paths or you can try to clean up the enemy frontline from behind and help your team forging that main path. EDIT or simply opening a door via covert ops or opening that switch to open the door at the main road, construct/destroy MG-nests …
I am not so sure if W:ET was played so much or if it was fogotten how good these maps actually were. Maybe there is some concept hindering DB maps to be alike. But seems kinda forgotten how you had some options to move around and do what you decide to. Options are always good imo.
EDIT i really would be interested on the concept behind why the maps are so linear and keep you on one way and why there are such limited options to the way you can move. Especially Whitechapel is a prime example. LB and Victoria are not much further away, LB probably gives the most options.
EDIT basically W:ET maps follow a (what i would call) 2 by 2 by 3 principle. 2 main paths, 2 submain paths, 3 path-attacks. The last is on the micro-micro-level, basically this goes when you walk in a corridor, there should be at max 3 directions you can expect an enemy from. DB is more like 1 by 2 by (up to) 10 
That’s a good point here. Some “Back Side Objectives” can be realy positive for this game. (hacking,construction) Well - to admit, even any defense turrets can be fun and bring more strategic gameplay, … I supposed. ( I’m not talking about etqw remake).
In more detail these were basically secondary objectives that usually opened/closed an alternate route to the objective for offense, but defense was able to reverse them too. They also included defensive barriers, bunkers, etc. White chapel has some defensive barriers, but they are pretty awkward. All of the current “side objectives” in DB are purely gimmicks that get built at the start of the game by offense, and that’s all. I think that side-objectives were a great addition and the idea could be expanded even further to make them feel more like part of the strategical team play.
Didnt play ET but sound interesting
Originally Posted by INF3RN0
I am referring to hackable/destructible doors, constructable barricades/bridges, etc. The types of side-objectives that were more than just a one time thing and could go back and forth throughout the game.
Can these be reversible by opposing team ? I mean when a door blow its finish for that door ??
EDIT: good look at et maps http://www.planetwolfenstein.com/4newbies/et-map-overview.htm