Camden ver 19135


(iwound) #1

[ol]
[li]Which part of the map/objective you like most and why? - 1st section as frontlines move forward and back, i dont mind this section lasting 30 mins plus.[/li][li]Which part of the map/objective you dislike most and why? - last objective as its missing a side obj for attack to gain a upper hand but defence must have an easier time at least of getting into the area but get torn down coming out of spawn. its just about that fixed spot the target. id feel better if both teams had an easier time getting into the area and winners decided over fights, rather than the game controlling who wins by dynamically strangling the defence.[/li][li]Do you find any particular part of the map useless? - 2nd obj on the tracks marked X in pic.[/li][li]Which route/position do you find the most useful when attacking/defending particular objectives? - 2nd obj go right and straight at target, i could go left very easily which is a shame as battles here are good but defence are so vulnerable that they dont enter here or are cut down before they do. 4th last obj same run plant.[/li][li]What tactics (if any) do you employ when trying to complete/defend particular objectives? - 2nd defence go left and drop a turret in 1st window.[/li][/ol]
il just add the gates are weird. i understand that an attacker must come around to open it (switches electricity off) but opening the gate with the pda er what!
i was defending so i tried to repair box but no i have to pda shut it, along comes someone and walks through a closed gate, kills me then the gate opens. an obviously annoying network delay. but why bother with a pda open, why not just open of leave open, as it has no gameplay function at all except to annoy. better to have to fight over the repair box which opens and closes it. as it is the whole gate becomes totally redundant as a feature.




(iwound) #2

Bumpity bump. Anyone else care to give some feedback on this level?

another underused area is the tunnel on the 2nd obj as its a long way to go when there are other shorter routes.

also for defence on 2nd the left area seems to be now underused. its a long route for little pay off.
its best to hold off as to prevent death or push into right building for cover plus pushing back attack.
and the mg on the stack is pretty pointless as your very vulnerable.


(potty200) #3

Best map in the game so far I feel!

The second stage seems the hardest bit to do right now. I guess moving the defenders back a tad would help this?


(scre4m.) #4

I like stage 1 most. There are many possible ways to attack this area, but as long as you dont play as a team you wont make the objective.

I do really dislike the data core transmission. This stage should be completely skipped.

Last objective is fine again.

Regarding stage 2: works better than in earlier versions, but still needs some work imo. I didn’t play this enough to really say what has to be changed.

Overall the map is by far my favorite DB map.


(potty200) #5

I do really dislike the data core transmission. This stage should be completely skipped.

How would you feel if wiht he obj’s you didnt have to interact to pick up and put down? Because I think his stage is “OK” right now but without the pressing “F” it would improve it a great deal!


(BomBaKlaK) #6

carrying obj is the big black point in most maps, this one is playable but not fun as Wolf ET or ETQW carrying obj.

Carrying is one of the mai obj type people like cause you can win or loose at the last second, and here every carrying obj are just broken imo.

to many obj to carry > Chaos !
if the team focused on 1 or 2 obj max it’s perfect, 3 it’s the limit I think.

Remember ETQW carrying obj ! All the team looking for only 1 obj to transmit but with a long time to transmit so you can stop the transmition at the last minute, and there is a real frontine, everyone looking only at one obj with a long “route” and many different way to go.


(scre4m.) #7

I feel like the map is too long.
You have many possibilities to defend at stage 1 and 2 for more than 12-15 minutes easily. and the last stage will take you another 5 mins.
Thats enough time for a 20 min map, as it will be really hard to set any time here in stopwatch mode.


(iwound) #8

Some of us asked for a transmission of the core. Because its more interesting.
unfortunately other aspects of the carryable mechanic also changed.
like no guns while carrying. i believe this is being re-introduced.
i dont think you should have to interact to take though. instead you should just scoop it up as you walk over it.
as having to interact to pick up never feels right. just to pick up should be instant but to fit 1 item into another or transmit should take a few seconds. time dependant on the objective.

my own idea of the carryable rules.

auto pick up.
transmit deliver.
all weapons able to use.
placed on back as a back-pack.

i feel these will give the most enjoyment in using these.


(potty200) #9

I feel like the map is too long.

We did a 5on5 few days ago on camden and finished it with quite a bit of time to go. Not sure what the map time limit is but seemed fairly reasonable when playing it.

my own idea of the carryable rules.

auto pick up.
transmit deliver.
all weapons able to use.
placed on back as a back-pack.

i feel these will give the most enjoyment in using these.

I would love to see auto pick up and auto deliver as it would add to the excitement of who can run over the obj first! The only think to make it obv someone has the objective was to have them carry it with one hand and be able to use their pistol only. This way you wouldn’t need a great big icon above their heads to show who has the obj!


(BomBaKlaK) #10

Yes ! back to ETQW carrying style obj ! definitly !

  • Insta pick up and Insta return !! please !!
  • Be able to shoot while carrying
  • Be able to drop it, or throw it like a medpack (more tactics possible)
  • 10s Transmition time (need cover to transmit > teamplay)
  • no more than 2 or max 3 obj to carry to create a real frontline

Actually carrying obj are broken …


(iwound) #11

[QUOTE=potty200;444790]…

I would love to see auto pick up and auto deliver as it would add to the excitement of who can run over the obj first!..[/QUOTE]
good point about collection being more exciting for auto pick up.
but consider with auto transmit there is the point of inevitability, so you give up the chase.
at least with transmit there is still hope. i think with auto transmit the transmit point would have to be far enough away for there to be a chance of recovery.

regarding the cores in camden the transmits are too short and not enough cover at the chopper.
but it amazes me how little people are defending the chopper atm little or no engies and people drifting off.
no clear front lines or proper use of choke points. its not the maps fault but just lack of focus by players to work as a team.

there should be a gang of turrets around there. rat-a-tat-tat.


(maxxxxlol) #12

nothing from etqw please. auto pick up auto deliver.


(Volcano) #13

move the chopper extraction to the larger open area near the big warehouse behind the bridge


(rookie1) #14

I like this ^^