Changes: London Bridge 1


(Fendah) #1

As i read a lot of the dicussions about the maps and agreeing partly i decided to put down my thoughts about LB. It’s only my opinion of course.
Obviously the map borowed the layout and objectives from Goldrush, known from W:ET. There are serveral things which made this level great as it is. First, the map let players go everywhere from the very first spawnwave, except for the final objective. Second, achieving this nonlinear layout with a tank that has to be escorted. This leads to two, sometimes three, stages which are only divided by the traveltime of the tank. Plus barricades that stop it and can create a third stage of defense. Still barricades only block the route of the vehicle and not the players.
Having that written down, LB is missing the freedom of my first point. But looking at the layout it looks possible. :>


Attackers Respawn (blue):
#1 stays the same
#2 moved forward (not really necessary)
#3 moved foward (still on top of the footbridges)

Defender Respawn (red):
#1 stays the same
#2 a bit closer to entrances
#3 prefering the options on the right, plus removing the MG (A)
#4 moved completely to have the first extra way (purple)

Extra ways (purple):
#1 opens a route to the second half of the map, plus an extra attacking way for the last escort
#2 additional way to connect second and first part
#3 additional attacking route thru the defending respawn and entrance to the building for the defenders/attackers

Changed the way the EV follows (B).

Give me your feedback. I don’t know if it’s actually possible to change so much stuff, was just me brainstorming. Cheers.


(iwound) #2

your point 3 defence is good if you mean instead of spawning at rear.
also your point 4 defence further forward after core stage is good.

i think the ev route as it is is ok once spawns are totally fixed. times and locations.


(Fendah) #3

your point 3 defence is good if you mean instead of spawning at rear.
also your point 4 defence further forward after core stage is good.

Yeah, i meant instead of spawning behind the building. Having the respawn located there can great some nice runs and recaps, i imagine. General when using a objective run in a map, the docs (or whatever) should be located in a way where the attacking team has to get pass the respawn of the defence.

Like: A—B–X,
A = Attack
B = Denfence
X = Objective

i think the ev route as it is is ok once spawns are totally fixed. times and locations

My thoughts were:
a) Add those extra ways, in this case #1 (purple line).
b) In order to get this working move the last def. respawn. Set it at the end of the map.
c) Change the ev route for the last part, this creates the same little preposition between att. and def. as with the objective run, you have to get pass the defence line.
d) I found it strange that the first att. respawn and last def. are located so close to each other, in my version it got solved.

PS.: My version also implies the teams are able to spawn at old (att.) or the next (def.) respawn.