Maps - Current State of the Game


(quickMicrowave) #1

Bridge

I like Bridge, glad that the last phases were removed!

This is one of the maps I group into the category that: It can only be beat in a time determined by how slow the EV moves.

The first phase has multiple points of entry, along with the defense has to scramble to build the barrier - and the last stage also has a good amount of entry points.

Once the offense grabs one of the drug samples - if they grab on the defense spawn time or slightly before, they will normally be able to deliver it in time due to the distance that the defense has to run — which is a good thing! Wish that was the case for Chapel and Trainyard too.

Chapel

The last phase is daunting to say the least. There are certainly stages up to this point where you can get the EV stuck in a bad spot that is easily defended after being destroyed and requiring repairs, but this is on the shoulders of the offense to not let this happen, or due to a good play by the defense.

The last stage however, the defense has a huge upper hand as they spawn on the same horizontal level as the objective that is trying to be delivered.

If the delivery point was in the exact same spot, but put on a second level I feel this would solve it.

Let the defense run outside and over the blue ramp as they already do, but then past the rock have an extra distance in ground that must be traversed - sort of a two level tower at the top of a staircase or escalator where the objective is then delivered.

This would allow the offense to get their player into position to deliver the objective and setup an actual defense to stop the incoming defense spawn as well.

Right now, I’d say this stage - on this map, is the one needing the most attention.

Underground

This seems to be the best map out of the bunch in my opinion and my new favorite.

Any map where the objective can be completely accomplished in less than 3 minutes is always a plus as it will highlight the strength of a team’s offense.

On most maps - this is simply impossible, you can only go as fast as the EV goes as it is the slowest process and in some cases you simply can not sneak past the defense to reach a further objective (walls in the way, no boosting options available, etc).

On top of this, the progression from up stairs to down stairs is fair on both sides it seems and the elevators are a good addition, along with the map having no massive amounts of mounted MG guns tossed all over the place.

Only real issue on this map to me, is because Proxy can defuse so lightning fast - but that is not the maps fault, just character related.

Trainyard -

Everything is great on this map up until the last phase. Last phases are getting a bad rap lately, seems to be a recurring theme on many of the maps.

I have not measured it by any means, but I would venture to say the distance that defense has to run from out of their spawn, to the deliverable area - is nearly the same as on the last stage of Chapel.

So, I would copy/paste what was said there for this map - it simply comes down to the map design.

Terminal

I love that this map has a forward spawn that can be captured.

Once again though, this is one of the maps I have issues with the last phase on. Primarily because Proxy is so fast at defusing as stated above on Underground as well.


(eggplantSafe) #2

Depends on the team, but yeah, the spawn point of Defense on Chapel is really close to deliverable area, although a few times I ninja delivered the objectives without the enemy team seeing.

Trainyard is sort of okay, I think, although the enemy team is far away, but many times the enemy team’s offense is good, and they deliver objectives before you manage to reach the delivery area.

Regarding EVs on Bridge and Chapel, if we had more time, it would be cool if more “blockages” could be made (like you can block EV on Bridge).

And indeed - what I do miss is doors and stuff that you could get through with covert op in ET. Or, some other way to get to the objective. (Although on Chapel, it’s the EV that carries objectives)


(Szakalot) #3

How is this a good thing? It basically means that if the obj is grabbed then it is surely delivered. There are no exciting intercepts, blocking of the deliverer’s route, pinning them down, etc. etc. etc.

This is by far the most ridiculous part of the entire map.


(appreciativeBuster) #4

Anti spawnkill mechanics is somewhat of a priority atm IMO


(Szakalot) #5

nope : )


(quickMicrowave) #6

It’s a timing piece and related to spawn times in my opinion.

If you can push on their spawn time (and currently in Stopwatch that is also your spawn time as well so each player killed and gibbed will be out for a while) - kill every one of them and grab the objective — by this point lets say the respawn time remaining is 10 seconds and the offense team would in most cases be able to capture the objective with relative ease.

As seen on most maps, the EV Ammo, Drug Sample running is not extremely action packed - it is more of a slow and steady process as seen on Trainyard and Chapel. With the objective being able to be dropped on the ground and the despawn time of it being long as well, there is no mad rush to push straight in with it or even be worried if an enemy is fighting near it.


(humaneBerry) #7

Personally i think that any stage that requires delivery, like trainyard and chapel, should have a seperate focal point from the delivery area. The defense obviously has the upper hand in both of those maps and i think that they should be closer to the delivery area then the offense. However I would like to see the spawns in more of a V shape if you understand what i mean. This would allow, in my mind atleast, for less static points on the map and hopefully make the games flow better.

I’m not sure if this made any sense to anyone but me but what the h**l, maby someone got it.


(Szakalot) #8

I totally understand what you mean humaneBerry, and its what many people desire. A “V” (or an “L”, but not “I”) shaped object-deliverypoint-enemy spawn angle would promote interception, setting up ambushes, and a fluid gameplan. As they are now, delivery objectives are straight up 'kill everyone and take/deliver the objective, which is pretty boring.

@quickMicrowave
The problem with what you are saying is that this requires for the entire enemy team to be dead. Killing the entire enemy team is the solution to any objective in the game, and while perfect; its also pretty boring. I would like delivery objectives that involve outsmarting the opponent by tactics, fakes, well timed pushes, rescuing the deliverer, etc. etc.
For ‘steal’ (Bridge) but not ‘deliver’ (chapel, trainyard) delivery objectives, if the enemy spawning can’t intercept the person picking up the objective: it means that picking the objective is equal to delivering. So there is no excitement on the map, it might as well have been ‘press a button in the building’


(lapislazuliPark) #9

Ok so my point relates to maps but isn’t that great so i’m kinda hijacking your thread :stuck_out_tongue: to mention that it would be nice for midway spawns to be a seperate room in the map (without multiple exit points) On Chapel you have an Attacker spawn that plonks in front of an MG f he defenders get on that it’s not fun. On Bridge their is a spawn that plonks you kinda out in the open near to where the EV initially starts. Again not so fun when you get camped. (Although i think these problems may disappear once more Area Denial mercs appear.

As for the package delivery stuff I think a lot depends on reaction times of teams as you have that phase where both times are a bit all over the place while the flow of the map changes (with advantage generally being attackers) This can lead to sneak caps/plants/deliveries i’ve noticed. (honestly i think this is just players have gotta learn it tbf)


(Glot) #10

Bridge
This map is broken on 1st stage. layout was built for different EV location, so that is explainable. we will need a proper back-route there and a layout changes, so that this stage can be any good.
2nd stage is not so bad. but it does have a very tiny room for barrier side obj. defence of that room is very easy if you spam mines or turrets or health station (or all three!)
the fact that defenders’ spawn location is in the EV-path means that you cannot intercept EV properly, you can only make straight forward frente a frente attacks. exept for the last part of EV path. this is boring and monotonous.
3rd stage is temporary and bad. so i am not worried here the alt-bridge version of this stage is much much better.

overal Bridge: do not build a map as a curved narrow close-cut tunnel. you will face some real restrictions in gameplay possibilities for players.


(Szakalot) #11

[quote=“Glottis-3D;11550”]Bridge
This map is broken on 1st stage. layout was built for different EV location, so that is explainable. we will need a proper back-route there and a layout changes, so that this stage can be any good.
2nd stage is not so bad. but it does have a very tiny room for barrier side obj. defence of that room is very easy if you spam mines or turrets or health station (or all three!)
the fact that defenders’ spawn location is in the EV-path means that you cannot intercept EV properly, you can only make straight forward frente a frente attacks. exept for the last part of EV path. this is boring and monotonous.
3rd stage is temporary and bad. so i am not worried here the alt-bridge version of this stage is much much better.

overal Bridge: do not build a map as a curved narrow close-cut tunnel. you will face some real restrictions in gameplay possibilities for players. [/quote]

Agree on First Stage, it can be very spammy to get through.\

2nd stage will become better once people realise you can shoot&blow up the generator without C4 (still game barely supports any understanding of this)

Would love to see this alt bridge everyone keeps talking about.


(Glot) #12

lol i didnt know that!!


(Nail) #13

I think it was only mentioned once, way back in Alpha, but I didn’t know about autojoin till someone mentioned it