Canary warf feedback


(Violator) #21

Until the flood / doors bugs are fixed theres not much point testing this map atm :frowning: (i.e. when the map is played for a 2nd time the doors / roof don’t dissapear when blown + the flood zone persisting).


(INF3RN0) #22

CW feels like the original WC without an EV. What you did to WC needs to happen to CW. All of the CW side routes are in such close proximity to each other that it just feels like a swiss-cheesed pipe. I think that this game will play best on wide maps with real separation between areas and less exposed and/or claustrophobic objectives. I’m not saying the maps need to be big open fields, but there needs to be more than a paper thin wall between route A and route B.


(BAMFana) #23

I guess I should’ve posted this sooner, but I kind of assumed this would be obvious enough that it wouldn’t need saying. Canary is the worst map in the beta. The layout problems could probably be fixed, but no amount of work is going to make this map fit with the underlying game design. When you’re making a game where merc selection is going to be a significant part of the meta, you can’t have a map that makes the abilities of an entire set of mercs (all abilities that drop from the sky) useless. Scrap it immediately, put those man-hours to use somewhere else.


(k1ruaa) #24

Well it’s not that dramatic. I mean a field ops for example can still be usefull by giving ammos. And even if it wasn’t the case it wouldn’t be a problem. Some merc will be better on some maps and other will be better for some other maps. There is a lot of choice anyway, it’s not like if we were stuck with 2 merc on CW.
It’s my opinion but I don’t see this as a problem. And it would be really boring to always have the same kind of maps. Indoor maps can be fun too.


(Glottis-3D) #25

played several games on it during these days.

and i am now strengthened in opinion, that map needs drastic changes.

  1. we need a 1st Object outside. Getting access into the station as an objective. Thus we well have some more colors, and some open-area in the map.
  2. more routes for attackers on the objects. just like in the WC.
  3. i dont like anything, after the current 1st object. there is a place that i had nice fights for, both as attacker and defender - the area after the last escalater. but it is probably because i can now walljump above the wall (speeds up the elevator route) thus it gets intense. but overal i dont have any good fights - everything is tiny and claustrophobic.

(tokamak) #26

Final objective is awesome. Very ETQW like.


(Glottis-3D) #27

i dont remember getting sick after 10 minutes of playing any map in etqw…


(tokamak) #28

That’s exactly why I’m able to keep playing this map. Camden and Canary are the best ones Xt has to offer as of now.


(BomBaKlaK) #29

I’m agree for camden but absolutely not for canary warf ! One of the worst map of the pool


(tokamak) #30

Camden’s flaw is that the objectives are not connected. Yes that’s a flaw.

Canary Wharf on the other hand, has a huge gaping beautifully designed area that is only used once. I’d like to see a forward spawn there so that defenders can push the attackers back as in Waterloo.


(BomBaKlaK) #31

Yeah graphic design is nice but it’s hard to detach the players from the background sometimes.
and “level design” is not working, side obj are not really insteresting and I really dislike the last obj


(tokamak) #32

Well after playing it for a few hours more. I honestly think the only flaw is the wasted middle.

I honestly don’t get why people don’t like this even though I do want to understand it.


(BomBaKlaK) #33

[QUOTE=tokamak;495339]Well after playing it for a few hours more. I honestly think the only flaw is the wasted middle.

I honestly don’t get why people don’t like this even though I do want to understand it.[/QUOTE]

last obj is just a big mess, defenders acces is weird (easy spawncamp) and side obj have bad location, all is really to close in a small area. An the big luggage area / stair / U-turn / Lift are useless zones …
UBER linearity of the dead


(Glottis-3D) #34

[QUOTE=tokamak;495339]Well after playing it for a few hours more. I honestly think the only flaw is the wasted middle.

I honestly don’t get why people don’t like this even though I do want to understand it.[/QUOTE]

the defence layout is what i dislike.

  1. the obj layout is a mess.
    -camped pipe route
    -lowground under the obj (without any chance to shoot the obj)
    -rape right-flank route.
    no fun in defending at this area. and no fun in spawnraping as well.

  2. the layout of the defence line right after the obj.
    it is broken. it is not fluent.
    we have 3 separated tubes
    -glass (this alone is a realy boring fighting place)
    -center
    -computer room.
    you cannot help the other flank properly.

  3. the layout right at the escalator is ok. but in noway does it feel like important object defence.
    this just mediocre defence line.

  4. everything before this escalator and after 1st object is waste of time.


(tokamak) #35

Are you referring to the first or final objective with these points?


(Glottis-3D) #36

final object
i was going backwards
going from the def spawn -> object -> escalator -> u-turn -> 1st obj


(tokamak) #37

Ah that’s why you don’t like the map! You need to proceed in the other direction :wink:

  • I love the low ground under the objective exactly because it can screw up the defenders so much if they don’t keep it clear. This means that they can’t camp the objective itself otherwise the defenders will simply cut off their reinforcements.
  • Pipe route, well, what can I say, that’s the main route with a huge bottleneck. It’s similar to many situations in QW sewers basically. It’s supposed to be a grind at those places.
  • Is this the ice room or the computer room? I haven’t had issues with either one, but maybe I need to play more.

(Glottis-3D) #38

ok. i didnt feel like posting suggestions to the final obj, because i never met a single person before, who liked CW.
now, since you Tokamal, and also Ashog say that you like it. i can suggest smthng.

i think SD should look more closely at the area22 final obj layout as an inspiration.

  1. enlarge the lowground area, so actual fight can be done there. now it is too tiny. for this i suggest:
    -make the yellow pipe from def spawn-route longer, with 2 pipes and a cover(garbege) so it is not as deadly
    -add boxes at lowground for close fights
    -at trick-jump route from below the the object (couple of boxes). defs need it.

  2. change the main route for attackers. get rid of the whole idiotic pipe-mini route (it is freakin 1 meter from main route and 1 meter from glass-route!!). and ice-glass route as well.

  3. add a second good route fore defs. from defs POV this is a left-side route. this route should bring us to that glass-frozen area. but plz get rid of this glass area. point: this route is to intercept attackers AND to side-shoot the object.


(tokamak) #39

I don’t agree with changing the attack routes but I do support a better way to reach the final objective for the defenders. The attackers shouldn’t be more limited but the defenders need to be able to easily find secure positions to defend from.


(Glottis-3D) #40

i find the pipe-mini route + ice-glass route useles.
i’d suggest some kind of a balcony in that area

while main route + computer room are pretty nice, computer just needs to be less tiny.