“Waring Rage Rant ahead”
You’d think after literally decades of FPS’s and Level design, let alone the excellence Spash Damage has shown with level design in the past (and in Dirty Bomb) that the days of levels with easily camp-able spawns were long gone.
But evidently not
The Chapel Maps Attacker Spawn is easily accessible by the enemy team. Of the 3 exit pathways for the Attackers 2 are easily access in reverse by spawn campers. I just spent my last 15 minutes in game on “Chapel” being relentlessly spawn camped by the Defending team.
Being outplayed and out-skilled by the enemy is one thing, being harvested like wheat is another thing entirely.
Yes it’s a F2P, yes it’s still in beta (I’ve already sunk in a good chunk of $$$ as I love the art/style/game-play), ble bla ble ble blar bloop. But i’ve also seen the amazing video footage of the Spash Damage team analyzing player movement across the maps. Choke Points, Camping Spots, battle zones, etc. Really impressive stuff.
So how does something so basic get through this much testing and level design?