Objective/Stopwatch
Chapel:
A brilliant map made, variety of angles and distances. All mercs can be used in this map, none of the mercs feel out of place. Objective placements are very good, none feel out of place. The map lighting and art makes it feel unique from other maps whilst still remaining in the London area. 10/10, I honestly can’t figure out anything negative about this map.
Bridge:
Another really good map especially after the MOFO update. Again, this map combines a variety of angles and distances. With the first objective getting really nice changes here and there it really makes the first objective far better for the attackers.
After the first objective however, is when the meat grinder starts to get going, if the team gets the barricade up and running you can still go around the other side building or go through the middle straight past the barricade and go up the stairs up on the right, many flanking opportunities being presented in this map just like Chapel. However, if all the positions are on full lock-down you can still shoot the generator and just suicide push the EV, I really like this because it still allows the experienced players get through the toughest situations because of this tactic.
Past the second objective is when the map changes quite a lot and starts to get more close-ranged. Mercs that have outside abilities can still use it for the garden area or spawn side. I feel like the look of the map and how it develops overtime is nice, kind of glad that the actual bridge is around the first objective considering that is where most people got stuck in pre-MOFO patch. Anyway I give it a rating of 9/10.
Underground:
This is a map that is a shiny little gem, not as big as Chapel and Bridge but still Is a nice looking gem. The scenery of the map is amazing, full stop, nothing more needs to be said. Now, lets get to the gameplay side of the map.
Underground is quite different to the other maps, all mercs can be used in this map however, are limited to where they can use their abilities. With the roof being open in some areas it can really catch some people that aren’t too comfortable with the map off guard with an airstrike/laser coming in. Underground’s first objective is simple, take control of the roof and balcony and you will win the game, the control that the positions provide is absolutely insane and you can start spawn-camping straight after taking control of the roof. The side objectives that can be destroyed can favour both teams depending on how the teams use it, but the attackers will get more of the advantage from the side-objectives as it allows them to get to the objective quickly and regain control of the site.
After the first objective is a large “filler” battle I like to call, going down the escalator or going around using the pipes it still allows the people to move around and flank, the map really loves to give the player the most out of their movement (Get to places quicker and flank the enemy etc.) with the map focusing on this I feel that is a smart move considering that is the selling point of Dirty Bomb. The holes in the roof allow the air support to help out their team-mates. Going down there are two more side objectives the attackers can do, they can repair the gas tunnel allowing them another entrance onto the site and also close the barricades which allows them to slow down the defenders from them getting into their positions, these side objectives really help out with the attackers taking control and that is what I like about the map. The “small” changes that the side objectives can provide are actually huge, another angle that the defenders need to worry about makes it harder for the defenders to take control and the barricades is huge, it allows the team to get a almost guaranteed plant after they kill a few enemies. The final objective having an open roof can cause it to be irritating if the attackers are organised (laser + 2 airstrikes and a sniper will guarantee the bomb to go off) but that is what the map should do, it should award the team that works together.
I rate this map 9/10, the mercs being situational kind of ruins the score however the general map design is brilliant, if underground had an open roof for the whole first objective, It would be perfect and potentially even better than Chapel.