Give Trainyard a bit of the Dome treatment


(Dawnlazy) #1

The last objective of Trainyard requires attackers to run for a ridiculously long amount of time to get anywhere near the objective delivery point. Therefore I propose moving their spawn all the way into the crashed train area where the carryable objective is located.


(solace_) #2

that could work. although, really when you think about the distance, it isn’t that far (actually very similar to chapel), and I think the reason for the distance is to make sure that it is difficult for the defenders to get to close to the attackers spawn. I would say that this has worked so far, I have never been spawn camped on trainyard before.


(DeadAlive) #3

I would favor some adjustment here as well. Personally, I’m very big on recapturable forward spawns, but DB only has one map with one of those I think.

In Wolf ET and ETQW, they were used all the time. So I say add an F-spawn and it will spice it up just right.


(Tanker_Ray) #4

Totally Agreed.

I had so many Train Yard games like these before

  • As a Defender, my team is so bad that we’ve lost two stages in a row and then we won at the third stage by holding on our defense for around 11minutes because of that Attacker’s disadvantage.

  • As an Attacker, me and my team is doing so well til we reach the last stage, and got our ankles grabbed by seriously long distance between spawn place, and major battlefield.


(TheVulpesFox) #5

I thought you were talking about lighting etc.


(LifeupOmega) #6

It’s almost a full spawn wave. That’s too far.