@Rokon2 said:
From my own personal experiences, the new Terminal has been a blast for me, both Attacking and Defending. In the case of the Defending side, I find myself holding out the chokepoints fairly well with Phoenix alone, but there are sneaky players that lock up the door to that area from the left side defender spawn. On attack, people tend to forget about the left side (right side defender) side far too often, allowing me to flank a lot. Perhaps a bit too much. I think SD can maybe take alook at the side opposite the point and see why it isn’t being used a whole lot. I keep forgetting I still have access to a balcony with the MG, so I’ll have to get used to taking that route more often.
It mostly isn’t used as it only really has the largest impact during the Right-side Lane push for Attackers; it proves more effective, in practice, for Defenders to flank and create crossfires. After a successful push it has very limited usage, for the Attackers, as it can no longer cover the c4 as effectively as it used to; In general, at least in my opinion, the Left-side Lane requires a coordinated team effort for the Attackers to make use of it; which is something that can’t be counted on to be a consistent occurrence in public matches, thus resulting in an underutilized lane on the map. The 1st Phase of the rework still suffers all the same issues as the old one with the removal of the Forward Spawn; something that should’ve been kept, considering how far the Attacker-side Spawn is in comparison to the Defender-side Spawn. The problems that have always existed with the map were only magnified, or at the very least more blatantly apparent, by the removal of the Forward Spawn.
If it still had the Forward Spawn I would likely not avoid it as much as I do because, as it stands, I avoid the “New” Terminal like the Plague unless there are a bunch of friends and/or competent players on the server these days; the map can easily become aneurysm-inducing to play without a good team. Some might bring up how the 1st Phase can end in 2 minutes, something that only happens when the teams are heavily imbalanced; that is basically a stomp, not something you would use as an example to argue that the map is balanced. When you have good players on both sides of the board fairly evenly distributed that map is torture to play through on the 1st phase; it’s basically Bridge’s 1st Phase, a battle of attrition where you wait to see who will mess up first (and that alone will weigh the most into the outcome for that part of the map).
P.S. @stayfreshshoe For a game that touts itself as a fast-paced shooter, having stages of a map boil down to a battle of attrition is completely counter-intuitive; it takes what could be a fast-paced, adrenaline-fueled experience, and brings it to a grinding halt. If there was any reason I would have a problem with the Terminal Redux, it would be that; it’s a buzz-kill, plain-and-simple, and goes against what Dirty Bomb claims to be. Quite a few maps in Dirty Bomb, such as Bridge and Terminal for instance, have a 1st Phase which stalls out far too easily; both before and after the reworks. I can only hope Splash Damage does something about this before 1.0’s release, because it needs to be addressed; this is just my opinion on the matter, based on what I can glean of your intentions for the game’s design, so it could just be a pure difference of opinion.