Design Change Needed, Container City


(Bakercompany) #1

The Security Spawn on this map is the worst set up. For the third time visiting this map in a row on 5v5, the security’s spawn has been camped out. There are 3 spots people can sit without the spawn turrets reaching them where they can camp out the spawn, and security cannot leave.

I was stuck once again way back on the pier sniping fools with the Drognav. I didn’t die, but I still couldn’t leave the spawn.

Need some different turret placement, or basically any design to change it from the shooting gallery it is now.


(tokamak) #2

I think a huge culprit is the room above the gate. It’s a tremendously valuable position to both attack as well as defend from. The fact that very few people seem to be aware of it doesn’t help either.

I’d like that area to be easier accessible at least by medium body types to at least chip away at the huge advantage a light brings to this fight. Then the first lane before the gate is really hard to secure as security. The end part with the concrete rubble is insufficient to hide behind. That part needs much more cover.


(xdc) #3

usually if security doesnt rush the plant, with a medic backing the soldier up, on 8v8 servers security is stuck at their spawn. Seen it happen already a dozen times

Engineers plant turrets/mines, resistance is buffed up, etc security comes in 1 by 1 or in small groups. Only viable thing I can see is security rushing in as a group buffed up

I think it does need a change imo, but I can’t tell it could of just been less skilled players, etc should wait longer and see i suppose


(Tandem) #4

Similar to Resort, when offense must destroy pillar.
7/10 it ends up the same way if offense doesn’t get some sort-of plant
or control of the upper floor right away (around the supply cmd post).


(Protector) #5

[QUOTE=tokamak;316468]I think a huge culprit is the room above the gate. It’s a tremendously valuable position to both attack as well as defend from. The fact that very few people seem to be aware of it doesn’t help either.
[/QUOTE]

I think this area would be alot better if it had windows both sides so both the attackers and defenders could use it, at the moment its purely a defenders hide.


(SinDonor) #6

Hmmm, maybe have a few assaults throw out some flashbangs and then rush the team out? All choose the same direction to go. Plow through.

When we get stuck in that kind of spawn camp situation, the 4-5 of us in the same XBL party thing all buff everyone’s weapons, kevlar, metabolism, health, etc, our 2 assault guys go out and flashbang and then we go out as a group. Works well.

If y’all just keep popping out one at a time like dumbass lemmings, then you deserve to be camped.


(Bakercompany) #7

It seems like the fact that the security spawn is lower altitude than the rest of the map is the culprit. The turrets won’t track them until they’re in the spawn.

But they don’t have to enter the spawn to see the areas to shoot, terrible design.


(goat72) #8

[QUOTE=tokamak;316468]I think a huge culprit is the room above the gate. It’s a tremendously valuable position to both attack as well as defend from. The fact that very few people seem to be aware of it doesn’t help either.

I’d like that area to be easier accessible at least by medium body types to at least chip away at the huge advantage a light brings to this fight. Then the first lane before the gate is really hard to secure as security. The end part with the concrete rubble is insufficient to hide behind. That part needs much more cover.[/QUOTE]

Apologies if I misunderstood you Tokamak, but that room IS accessible by a medium. I wonder how useful it is since it seemed quite difficult to get a bead on people fiddling with the gate from up there…


(Metal-Geo) #9

Personally, I think the ‘sniper’ spot above the gate should have openings on both sides. This way it’d also make a great spot for Security.

Container City was amazing fun in the beginning, when everybody still had to get used to the game. But now, with everyone having his character at level 20, bought all the good abilities and know (almost) every reachable area, Container City has become incredibly unfair for the Security.

There’s another thing people (and developers too!) need to realize about progression:
Always go from easy to hard. The attackers make the progression, so it’s their game. And vice versa for defenders. It’s an incredible shame this isn’t the case of some maps in BRINK. Whereas with others, it is.:frowning:


(shibbyuk) #10

This has happened to me too, it can get really out of hand! I think one of the main problems is that the resistance have the high ground on your spawn. If there was at least a way of climbing up on some of the containers to get an advantage, that might help a lot.


(tokamak) #11

Yeah a medium can do it, but it’s quite a hassle and anyone up there can easily keep anyone trying at bay.

All it takes is one security guy keeping that area clear and the whole thing flows much better.

That whole area is more defining than everyone thinks. Some views towards the other side of the gate would help the security as well.


(Jamieson) #12

Yeah you can do this, I was trying this the other day, seeing how far I could get into the Spawn before the turrets would start to kill me as Resistance. From the Secuity Perspective on the far right entrance there is a platform to the left.

A Resistance player can easily access this platform and lean around the corner, The turrets can’t lock onto you and you can get a pretty decent angle and shoot people using the right entrance, You can hardly see the left entrance or the spawn though. Still very useful.

In my experience this is not the case. I have been sat up there as a Light soldier with a Sniper trying to take me and another soldier up their out. Their impact was minimal at all. If they are using the left entrance (resistance perspective) you can use the far left window to shoot at the right entrance and the sniper can’t get an angle on you. Seriously get a soldier up there who can rain down Molotovs/Flashbangs and buffed up grenades and the Security is in trouble.

Having said that the key is to get the plant on the first rush, have 2 light body types soldier/medic go for it, have the medic give the soldier adrenaline as he plants, there you go.


(engiebenjy) #13

I have played it about 10 times now and on at least 2 occasions the security couldnt get out the spawn. (I have only ever seen this map won by the security once - and that was 5 humans vs 2). That said most maps at the moment end with the defenders winning - having a bot on defence is better than one on attack it seems.


(chamber666) #14

you realize its in the defenders best interest…XP wise to let security breach the gate and draw the game out longer


(amazinglarry) #15

I guess… but who is playing to gather XP? I only play to win.

That being said, I don’t like camping the other team, because it becomes boring. I said I play to win, but I would rather have it be an evenly matched game than a camp fest for either side. I find it equally boring to be the camper or the campee.

Container City is the worst map as far as camping is concerned, though, where there are really only 2 main exits for Security, but they both lead to the same freaking deathtrap valley, 10 feet apart, with Resistance dug in like ticks with all the high ground. It reminds me of the junkyard scene in Con Air.

There’s not much to do other than rush that plant at the very start and defend it with everything you got. Your chances drop exponentially the longer that first part lasts.


(Mimical Theory) #16

I have 3 potential Solutions for this Map to help the security take down the gate a little quicker

My point of view is looking DIRECTLY at the gate from the attacking point of view.

1; On the left hand side, where the hackable door is located
Create a Walk way from the spawn to drop down into the corner where the metal stairs are. This does 2 things, A creates a much more better path to try and open that door up. and B, creates a high vantage point to help stop a choke point near the pier as the resistance wont have the hight to reach the ledge where the security can drop down from

2; Add a piece of long cover out of the closest pier exit. this would help the security take cover once they actually get out of the first door way

3; the right most side, close to the big ledge where you jump up. Create a Stair set in the little nook off to the right side (if you just walk through the map you will see a nook in the map, with nothing by it) have a broken stair case that a engineer can repair to allow players to have access to a hight point similar to the high jump ledge, this will help prevent the resistance having a player camp that point waiting to shot-gun the first security player trying to climb up the ledge.


(Bakercompany) #17

The Security spawn needs one more turret place in a way that nobody can climb on the container at the furthest end of Sec Spawn. Thats where they can sit and snipe almost half the spawn area without turrets engaging.

Plus that one big parkourable spot in the middle, Resistance almost always get there first. And if they do thats a huge field of fire as the security leaves their spawn. That area actually just needs to be bigger so the Security have more room to evade.


(ThePuzzldPirate) #18

[QUOTE=AmazinGLarrY;317735]I guess… but who is playing to gather XP? I only play to win.

That being said, I don’t like camping the other team, because it becomes boring. I said I play to win, but I would rather have it be an evenly matched game than a camp fest for either side. I find it equally boring to be the camper or the campee.

Container City is the worst map as far as camping is concerned, though, where there are really only 2 main exits for Security, but they both lead to the same freaking deathtrap valley, 10 feet apart, with Resistance dug in like ticks with all the high ground. It reminds me of the junkyard scene in Con Air.

There’s not much to do other than rush that plant at the very start and defend it with everything you got. Your chances drop exponentially the longer that first part lasts.[/QUOTE]

Completely agree, I never actually have problems with the gate as I usually rush it within the first twenty seconds but I have camped people from leaving their spawn. Another tunnel at the left side of offenses spawn instead of the wall and stairs would do wonders.


(Inofor) #19

That works well. The thing is that voice chat isn’t working so coordinating on pubs is a bit difficult.


(kilL_888) #20

my simple solution for the container city problem is to have spawn turrets placed in the first big room.

so that the only save spots for resistance would be atop of the gate that has to be blown up, the side where the door can be hacked and atop the container that security can pass to get on the other side.

the room itself, especially the exits from the spawn need to be resistance free. otherweise its impossible for security to get out of there. you get flashbangs, grenades in your face even when youre standing in the spawn zone.

bad design. really bad design. it just is. currently.