Chapel is terrible


(bistrePecan) #1

Dealing with the cart on both sides is the least fun thing I can remember of any objective based game I’ve ever been into. If you’re attacking you deal with constant arty/airstrike spam, which might be alright if that didn’t shut down the cart almost instantly, requiring another lucky 20 seconds or so repairing it.

The entire map seems to have been designed to be most one sided defense. The defenders have incredible cover leading to great angles all around and attackers have nothing but constant chokepoints and then no cover at all. The last objective stands out as particularly egregious with defenders having outstanding cover coming out of their spawn to the side combined with the easily defendable rock right in front of the objective, able to almost surround the attackers at all times crossing this area, all while attackers have to remain a person down so they can carry the emp to the objective. If ever a map needed to be remade entirely, this is it.


(Rhyno) #2

Sounds like you don’t ever use Proxy.

Also Chapel is a fantastic map.


(eggplantSafe) #3

I like Chapel. Perhaps a bit too short, but it’s likable.

Perhaps add another wall or two between the elevator and EV’s starting point, the kind you’d have to blow up.

Or perhaps an idea for another map.


(neg0ne) #4

funny: lately someone complained that the attakers alway win this map.


(Viidakko Jimi) #5

There should be some kind of area where another team isn’t allowed to come. 8 mins of blood and suffer being killed constantly after a spawn in attacker side actually made me to hate this game.


(dignifiedIncrease) #6

It’s really not… change your mercs up or go a side root and kill the arty/ skyhammer. There’s more to the map than the road the EV rides on. Or your could even wait for a lull in the spam and rush up the middle but I wouldn’t recommend that without teammates.
Don’tforget you can always fall back after they’re dead and repair it then.


(appreciativeBuster) #7

It’s good map but has some performance issues.


(Szakalot) #8

and what would you do in that area that the enemy can’t enter? sit around?

the problem you faced is unbalanced teams, but restricting map areas to one team will not solve it. Instead of dying at spawn, you would die as soon as you left the ‘protective’ area.


(Glot) #9

Much more thoughts and effort must be put into micro layout of the spawn exits.
basically:
extits and routes WITH advantageous elements for spawners.
which are:
more space (dodging)
more cover (hide)
more height advantage (easier to fight)

and also:
MG nests
Sniper points

and also
ability stimulation (spots for turrets, mines, area for airstrikes, molotovs, nades)

No need for any automatic stuff (though i am not againts it - it is just unnecessary)
layout should be a TOOL for a spawning team.
if the team is clever enough to USE this tool - then they will easily overcome spawncamp.
if not, then so be it.

atm we do not have enough of this layouts thingies. (most importantly spawner do not have enough exits and enough space for maneuver)