Container city map


(light_sh4v0r) #21

That’s not the middle one Kinjal :wink:


(Kinjal) #22

Yea, I know, but I don’t want change map, so ppl can see the history of discussion. Anyway I don’t understand why SD made a CP near Security spawn point 2, resistance have no chance to control it in mid game. And I still hope for –

bind F5 “setspawnpt 0; echo ^d/^7Spawnpoint ^2 Default”
bind F6 “setspawnpt 1; echo ^d/^7Spawnpoint ^2 1”
bind F7 “setspawnpt 2; echo ^d/^7Spawnpoint ^2 2”
bind F8 “setspawnpt 3; echo ^d/^7Spawnpoint ^2 3”
bind F9 “setspawnpt 4; echo ^d/^7Spawnpoint ^2 4”
bind F10 “setspawnpt 5; echo ^d/^7Spawnpoint ^2 5”


(light_sh4v0r) #23

That’s not gonna do much with only 1 spawnpoint active at all times unfortunately.


(ducks) #24

You’d be surprised :wink:


(.Chris.) #25

Assuming map scripting hasn’t changed for spawn points and the entity behavior is same as ET:QW it wouldn’t take much to make spawns active at all times so you can use spawn selecting scripts but what implications this has on the gameplay for Brink would need to be taken into consideration.

However from what I’ve read and seen so far, map progression is a fairly linear (cant find better word) affair and there aren’t any capture-able spawn points so there is no reason to pick additional spawns, the frontline spawn is always the best one to use.

Spawning back offers no advantage I think so there is no point in adding the option, its not like in ET:QW where you would spawn back for heavy vehicles cause Brink doesn’t have these obviously or like in ET where you would spawn back on Goldrush or something at the truck stage to use a different route. In Brink if you could spawn back you simply would just have to run through the previous stage and end up at your current spawn anyway or something, maybe someone who played the game can elaborate more, this was just my assumption.


(Kinjal) #26

I see only 1 way, how it can work – the security spawn point 2, have only one exit (west) from there u must go 2-nd floor to crane (from west to east), and then go 1-st floor CP (two exits –east and may be south). It would take same time as running from resistance spawn point 1.

But again, there is no chance for resistance team to capture it if they run from spawn point 2. Of course it worth talking only if HORSE info is right and CP give team any source of bonuses .

Easiest way of balancing



(Nikto) #27

pushing security through a bottleneck while an operative is hacking the cp, or let the security move on, let an operative hack the cp, then annihilate them, i think there are a lot of ways for the resistance to get that cp, but i’d need to play in the map to find one that would really work well


(Wraith) #28

Some CP’s are supposed to give a teamwide bonus. I am not sure if all of them do.


(Cankor) #29

When do the spawn points switch over (at what point in the bot’s progress)?


(Kinjal) #30

Don’t know, but I want to control my spawn location, like in previous games of SD and BF. Because I see auto switching of spawn, as degradation. Some People may tell – its concentrate u on main things like shooting and moving, but I think it’s also decrease tactical aspect of the game. So I hope choice would be left to players, like before.


(potkettleblack) #31

^^ It pays respect to the speed differences in bodytype. If you could select spawns, heavies would ‘move’ across the map too easily.


(.Chris.) #32

Why would been able to pick spawns be useful in a typical Brink map?


(tokamak) #33

From the first impression, Brink maps seem pretty linear, totally unlike the W:ET maps.


(.Chris.) #34

Yep, that was the point was trying to make in previous post further up the page along with some other factors that make it pointless.


(tokamak) #35

It would look more like TF2, where you keep progressing towards a new part of the map and the rest of the field becomes totally obsolete. In most W:ET maps, few areas became ever useless, their locations only changed their meaning and purpose.


(DouglasDanger) #36

We don’t know enough about the rest of the game to speculate if maps are are all linear. We have only seen two levels.


(.Chris.) #37

The exclusion of capture-able spawns and the lack of selectable spawn points strongly suggest the presence of linear progression maps


(tokamak) #38

Well let’s hope the other maps are different then :slight_smile:

I don’t like the sound of it at all.


(.Chris.) #39

If the individual stages are varied enough with plenty of different ways to use the given map layout at a particular stage then I don’t mind too much but yes I would prefer it not to be the case and hope it isn’t. Radar in W:ET remains one of my favorite maps and feel it’s a shame we wont be able to replicate the same style of map in Brink.


(LyndonL) #40

It would be pointless going backwards. The only reason I can think of needing to is a capture the flag scenario. IE rescue a hostage, and bring him back to transport, or steal plans and bring them home etc.

Other than that, you’re pushing forwards to an objective. Each map has a goal (it’s the single player influence here rather than random multiplayer fragging for highest tickets wins). It appears from the two maps we’ve seen that even though the general progression through the map is linear there are still so many ways to get there that it doesn’t seem linear, so I don’t think it’s an issue.

Being linear also adds to the speed of it. It’s like Rush maps in BC2. They’re virtually linear even though they’re a massive sandbox. You almost never see people away from the current objective point. To have people going backwards imo would slow the game down (which seems to be a massive no no to most of the forum goers here).