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LOndon bridge brainstorming
First thing to do imho change the spawntimes, per objective. Definitely need longer def spawntime on the second barrier.
- Have EV stop at top of bridge and blow doors to lab
- Single objective doc run from lab to end of map
= best map in the game (solely based on the last objective).
[QUOTE=prophett;467312]- Have EV stop at top of bridge and blow doors to lab
- Single objective doc run from lab to end of map
= best map in the game (solely based on the last objective).[/QUOTE]
like that Idea!
Pretty much the above with…
Docs obj:
Keep attacker spawn at bridge for both sets of docs. After the 1st jug is capped att get pushed right back to above the first barrier (the OP’s original screenshot) and its usually GG unless both are capped at once as def are turtled up by then as def currently spawn on top of the objective, in turn they should be moved back (not too much). It seems like an artificial punishment for capping the first set, and it doesn’t seem to matter if the first jug is capped in 10 seconds or 10 minutes.
[QUOTE=attack;467307]
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Low graphics for LB or what is the idea behind this? 
this thread is closed
sry how can i delete is try out the real one :D.
that will help you with the misterius pic :D.
[QUOTE=prophett;467312]- Have EV stop at top of bridge and blow doors to lab
- Single objective doc run from lab to end of map
= best map in the game (solely based on the last objective).[/QUOTE]
Sounds good. Can we patch this in by Wednesday?

