London Bridge Brainstorming


(attack) #1

today 1-8000 and i had a little brainstorming on london bridge

these are the results:
first of all i must say the tankposition at first stage is rly nice i have take every way from attackers to the tank it all is near the same time . so gj SD and the most important its fun to play :smiley:


moving the defender spawnentrence to the blue area would reduce the" get shoot from all sides problem"
because the angle from the red position is much harder and also the tankmg cant shoot direct on it

to give defenders more cover on the way up


maybe crate a wall as cover this way up


also possible remove this window

this way you could maybe remove the the other stairs



in blue the stairs
why do this?
i noticed in the scrim last day that backrape on LB is very frustrating

one of the biggest problems is that point red markert on the bridge, its too easy to reach for defenders remove bridge wouldnt be fine also because its anice spot for attackers.

next is the defenders spawnhouse


still a little bug which i already noticed 2 months ago but not posted (sry)
you can jump through the stones in the blue circles

ok now the other part the hight of the 2nd flor must be imncreased

why?
the 2nd floor is at the moment useless you cant rly shoot at the bridge
by increasing it give the building more use (the poor people whichhave a bridge direct in front of their windows :smiley: )

3rd the running problem the barrier

the point where she actually is ,didnt work

nobody want repair it because you can get shoot from top from side …
where to move?

following pics are possible spots


(Rex) #2

Thought you already had a thread.


(attack) #3

ah my mistake :smiley: buit this is the real one :smiley:

i will end this post later first to eat and do some stuff

this is more work than i thought


(attack) #4

pls read this thread and give some feedback


(attack) #5

ok now the barrier

on these screenshots i show the problem with showing some(not all) ways too shoot on the constructing planting/defusing person




this results always in chaotic matches

but where to place:


so lets ask why
with the construction on the defenders side it gives them more cover but placed outside let attackers still shut them down. by placing the barrier in the tunnel its less spam and more controlable and less chaotic .

Please note that this barrier is currently often the reason for fullholds !!
this should be not a complete stage it should be a small stage which not takes 10 mins.

i have some more points but first i hope to get some feedbacks and ideas


(attack) #6

[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]

we have asked for the first long time ago
and the second i think it would be unplayable because too much corners and the way is too long but i would also like the idea


(attack) #7

ok i add sone point
as i have noticed folowing hotspot is a little bit a bottleneck



you have nearly always path it, thats why spawncamp and backrape is so succesfull and much used in this area

adding a door at this point maybe would help to give the attackers a other route without cross the street to the second building



(Protekt1) #8

I don’t like parts of LB because the street gets very narrow with cover on both sides, especially the bridge and everything before that. Things get especially tight on the bridge where you can easily get stuck between the EV and a car while trying to move past it.

I also don’t like the defender spawn once the EV passes barrier 1, although attacker seems fine the entire map. Defender spawn is too open and too easy to be shot from the bridge or those steps across from it. Raising the second floor some could help combat that and maybe add some low cover since it is so open to being shot from across the steps. I think the spawn should be a little easier of an area to get kills from to prevent spawn camping from the steps and bridge.

I also feel like LB EV escort is a wonderful opportunity to add a side objective since it is so long. Perhaps a hackable shutter in two spots. One would help the defense and one would help offense. The one that would help defense would but a shutter that cuts the rooms that act as a short path to barrier two in half. There would be two hackable stations embedded into the walls to open and close that doorway. Next, for offense there would be a shutter that closes off that side tunnel access under the bridge itself. Might not work out but just a thought.


(1-800-NOTHING) #9

EV turret target practice… maybe move defender exit out of ev/barricade line of fire?



over here? with a wall/cover to give defenders safe/easy access to one part of the overhead bridge.

this spawn feels really messy to spawn at (and to move past when escorting EV after 2nd barricade).
maybe seal off 2 of the downstairs exits/entrances, and all of the upper floor?



removing the stairs and shifting the remaining exit slighly closer to the outside stairway for quicker access from garage spawn?

this stairway complex is typically a contested area. maybe a side objective+door/barrier here somewhere?



(Kl3ppy) #10

I think, LB can be good if the Loop the EV now has to take is deleted. It could go down from the bridge and go towards the Data Building. Maybe add an objective to build a ramp so the ev can go down, or the defenders have to destroy the ramp. Or move the second barrier closer to the data building instead.
The loop we have now is way too long and it doesnt give any extra stuff, at elast for me.


(stealth6) #11

[QUOTE=Shifty.;467541]I think, LB can be good if the Loop the EV now has to take is deleted. It could go down from the bridge and go towards the Data Building. Maybe add an objective to build a ramp so the ev can go down, or the defenders have to destroy the ramp. Or move the second barrier closer to the data building instead.
The loop we have now is way too long and it doesnt give any extra stuff, at elast for me.[/QUOTE]

Imo the loop is the best spot for the defence to hold up the attackers. When it comes to shortening the map I agree that it should go, but then the EV part will be pretty boring. The first barrier is pretty tough to stop the attackers so the only real place to delay the EV would be where the attackers have to steal it in the beginning. (Which is also not very easy to defend)


(attack) #12

well we asked for cut the loop of, long time ago! i dont think SD is willing to do it . i hate this part too.
my ideas are only to get it more playable and make the best of the situation.

and the first stage needs this imprtovments because its rape ,backrape …
the crazy thing about the loop, it was the crapiest part of goldrush too.


(Kl3ppy) #13

I see your points, but I think with different defender spawn locations (a bit closer to the 1st barricade) the 1st barricade could become tougher. Right now it happens pretty often that the 2nd barricade spawn location is too easy to rape or the EV gets stuck at 2nd barricade. Best tactic for attackers is attack the spawn point instead of attacking the objective. This annoys me the most on LB. the stage from Data delivery to the end is ok, 3rd barricade is a bit too easy for attackers, maybe move the barricade to the ark which is closer to the EV extraction point (the one with the barrels on the side).


(attack) #14

well if you take a look on the map you will notice that the spawnlocation is pretty near.
also dont forget the map is pretty long already

i still say you cant tweak LB with spawns,the map is broken and needs tweaks maybe an rework.

the problem with the first barrier isnt the spawndistance its the spawnentrances .
look the pictures above and connect on the map and test the point i paint blue. let the spawndor be more at the other side let the defnders get 3 times more cover when leave it and also let them reach the top very fast.it covers also the left side. since shooting down is very difficult.

if you noiticed SD have put already a vehicle in front of the current door to give it cover.but thats the wrong way (surly the easiest).the map need bigger changes than put one vehicle in front.


(stealth6) #15

[QUOTE=attack;467547]well we asked for cut the loop of long time ago i dont think SD is willing to do it . i hate this part too.
my ideas are only to get it more playable and make the best of the situation.

and the first stage needs this imprtovments because its rape ,backrape …
th thing about is this was the crapiest part of goldrush too[/QUOTE]

In Goldrush you could hold the courtyard much better than in DB, in DB you get onto the bridge at the same time as the attackers so they can easily push through from the highground from the first wave. After that it’s mostly chaos with everybody running everywhere.
Goldrush had much clearer chokepoints where the defence could set up before the attackers came rushing in. Another difference is that in Goldrush there was a small delay between repairing the tank and stealing it. During this time (with some luck) the defence could disable the tank again and the attackers would have to make another push for the courtyard. (So the first part of the map could easily be held for 2-5 minutes minimum)

Next point was the first barrier. Here there aren’t many difference between W:ET and DB since in W:ET you also got through this part fairly easily. I’d say the difference here is that in DB you have 3 direct routes where you only had 2 in W:ET. You also had a small area for infantry battles below the balcony versus windows in DB and tight alleyways.

Maybe people just haven’t discovered the best tactics for LB yet, but from my experiences so far the first part seems pretty attacker friendly. Therefore if you remove the loop I think the first part is going to be trivial and the real defending won’t start till the GH building.


(attack) #16

it would be nice if you could give feedback to the pictures which we have uploaded and say what you think about it .(pros/ontra)?


(Protekt1) #17

Certain parts of london bridge scream… YOU FORGOT YOUR SMOKE GRENADES!


(attack) #18

???


(Protekt1) #19

I’m saying smoke grenades can help with some of the issues faced when tackling LB, especially as defense in these narrow streets while facing a slow but mobile turret.


(attack) #20

ah ok

but thats exactly again the same problem
you dont delete the main problem you delete the folowing ones

the problem is the map itself