Canary warf feedback


(BomBaKlaK) #1

So just a post to talk about this new map version.

1rst of all, that’s the best art pass you ever done on a map !!

So here we are

1rs Objective design :

  • 1rst part with the “open up” is nice there is different way to access and the area is not so claustrophobic
  • 2nd part when you need to capture a point is really not my cup of tea, It’s much better to interact with something making the “objective maker” vulnerable, your are not suppose to be able doing an obj and free to shoot, here this is just “stay here to capture” I hate this king of objective there is no interaction nothing, same for battersea capture point, and WC elevator things …

Transition part (U turn)
This is a fun area to play but nothing keep the players in this area, no spawn point to capture, nothing with interest only a transition point … this part is really nice but still really weak in term of important place.

Last objective
feel really weird and weak, lateral access is not working well to me, maybe a bit better than the pump acces on waterloo but sill a bit useless, and gates mechanic is not really interesting.
final mechanic “Hack-plant” is not working, I absolutely dislike this.

At the end we have a really nice looking map, with less linearity than the previous version du to the pipes and access around, but still really weak in term of objective design, like most maps.

just thinking :
Why not make a first part outdoor, the attacking team need to go in as metro did in BF3 ?

Feel free to give some other feedback.


(Mustang) #2

I feel like a third objective with a crane capture or docs run would be fun.


(montheponies) #3

oh you…

:rolleyes:


(Violator) #4

I feel though that it might be a bit of a sniper fest and a bit easy to get the docs onto the train, assuming that you would be unloading the docs onto some kind of train… :wink:


(Rex) #5

You really like the part with an obvious flaw? lol… Well to make it clear, the sniping part was indeed fun but capturing the ammo things without a chance to return them was fail.


(Mustang) #6

I didn’t like it “as is” but I like it better than the current situation.


(.Chris.) #7

Perhaps you can make changes to it. lol…


(RasteRayzeR) #8

Am I the only one finding it hard with the visuals of this map to identify the routes correctly ? I know where to go because I’ve played the map when it was in alpha, but now I feel it is a bit too seamless. At least I’m getting a hard time seeing properly in this map. Maybe with the action going on it’s better, have to try it more


(Mustang) #9

Probably just because it’s newly textured, after a while you’ll find it quite easily.


(RasteRayzeR) #10

Sure hope so, but all that bluish surface in the first floors, gonna take some time to adapt to. But the maps definitely looks great visually speaking.


(Rex) #11

Removing the hacking tools at the last objective via melee attack is much faster than defusing them. So why is there a defusing option at all?


(Glottis-3D) #12

why is this a hacking device, and not a bomb?


(Rex) #13

Because it’s a ‘new’ kind of objective where more devices speed the hacking up.


(BomBaKlaK) #14

this obj is not working at all


(Glottis-3D) #15

i remember, the times when we could plant several bombs at the objectives…such great intense objectives!! (etqw)

++the whole ‘speed-up’ thingy is not balanced. this is not EV. wich you can disable ar build a barrier.


(DarkangelUK) #16

You seen this often with RtCW and still do with the sunday RtCW matches, 2 plants, the engi only has time to defuse one, gripping stuff!


(prophett) #17

Can’t remember the NA teams, but I’ll always remember a triple defuse on battery (by fatal attraction or u5, i think). Got the last defuse with 1 second left.

The ETTV bomb timers were nice, wondering if they would defuse them in the proper sequence (the plant with the least time left first). Yet another very simple feature absent from xT :frowning:


(Glottis-3D) #18

1st stage also needs improvement.

  1. i dont like that attacker have only 2 routes from spawn. both routes clearly seen from the all over the 1st Object.

  2. i dont like the fights in the central area. the defs have high ground advantage. and overal layout is not fun for gunfight.

  3. i dont like the whole left (from attacker’s POV) route after central area. very thin perpendicular coridors. nothing to do there.

  4. i like the right (from attackers POV) route. I only suggest to get rid of the elevator, or make in moving platform quake style. OR redo the elevator mechanics (speed/button response). now the Elevator takes a lot from the pace of attack.

  5. i like the different C4 objects. but what if the attacker had a route inside the room without blowing smthng up? a dangerous and snealy route. this came from the fact that defending the C4-stage becomes TOO easy - it is only a side object, and all of the bomb-places are hidden from attackers - so they cannot kill the defuser from far away.

  6. I suggest to get rid of ‘capture’ mechanics. and make it old hack. the king-of-the-hill itself does not play well in tiny rooms. IMO.

  7. attackers need a safe-high ground, not very powerful, presumable on the left side, distant from the OBJ - a little stairs for a sniper or MG nest. but with not very wide field of view - it should only make easier the central way.

+++

to be honest i havent have a SINGLE normal game on this map after 1st object.
first there were lags, fps on this map is lower, then it was like 2v3 for a month.
but from what i’ve seen there were no flow of the game on those stages - seems like a long streak of some things. too much ado about nothing. a total mess. side objects/elevators/escalators put into the blender.


(BomBaKlaK) #19
  • Definitely not enough interesting routes, no real choice, tube design and secondary obj are useless.
  • Need more space more routes ! like you did on white chapel.
  • A capturable spawn point in the U-turn can be a good option, in a side room with multiple access. (Make more routes !)
  • Obj design need to be reworked.
  • A part of the map outside ? at the beginning or the end ?
  • Only 1 useful lift others are “design only”

Really maps are to short, WC became the most interesting map since last update, with a bit of polish that can be an interesting one.


(Glottis-3D) #20

+1 for outside gameplay (last/first OBJ or something)