Opinion : Maps to fix (and maps not to change!)


(Begin2018) #1

Maps which need fix:

  • Dockyard (need a complete Redux)
  • Castle (the last objective is mostly impossible to defuse)

Maps which need fix in the far future:

  • Bridge (first objective and barrier)

Maps which don’t need changes:

  • Chapel
  • Terminal
  • Vault
  • Underground
  • Trainyard (but the last objective was better with 2 sides to deliver)
  • Dome Redux

(Engineer point of view, lvl 76, 950h in matches)


#2

I think Dockyard is fine (save for some tweaks to the final objective, maybe) and Terminal was definitely due for some changes. Wouldn’t mind seeing them play with the first objective on Vault some more either.


(Begin2018) #3

Thank you for your opinion. Terminal? Why? I love the tunnel and spawn capture :stuck_out_tongue: They require some knowledge and strategy.


#4

@Begin2018 said:
Thank you for your opinion. Terminal? Why? I love the tunnel and spawn capture :stuck_out_tongue: They require some knowledge and strategy.

I gave my thoughts on it in this thread a while back before they announced the rework.

Was so happy about this. I liked Terminal, but that first objective really needed some work in my opinion.


(Begin2018) #5

Ok, interesting. But spawn capture is not easy and in my point of view all that mechanics make this map unique and very good. As I said, this need knowledge and strategy. I would like more maps to have that salt. I’m not sure you got a very good idea to ask for a change :confused:

I like Vault for the same reason, first objective need a “step by step” strategy (repair bridge => control MG => plant => defend with MG). That’s perfect for an Objective game, otherwise it’s just a no brain Team Death Match (as Dockyard).


(Nail) #6

lol, looking for a consensus on a game forum, much akin to herding cats but with slightly less blood


(ImSploosh) #7

Dome definitely needs changes. First objective is worse than before and the last obj is ruined. Too many useful routes and jumps removed and it’s pretty boring now. Still would be cool if they made use of the defenders’ spawn area on the last obj. The jumps/routes there would be awesome if worked into an obj or something. Then the first obj on Dome is just a mess. It needs to be changed big time, again. A decent team of Defenders can easily hold it forever. There’s too few routes, and too narrow at each point. Defenders also have the high ground.

Underground also needs changes, especially on the first objective. A decent defending team can take the balcony very quickly and then you’re pretty much screwed as attackers unless everyone’s running Nader! I don’t want it removed of course, but just altered.

It would be awesome to see all of the maps get some tweaks and to open them up a bit more with new paths/routes/jumps and remove the invisible walls/random debris blocking these options. Dockyard and Vault are obvious culprits.

Just my opinion of course, just like an asshole, everyone’s got one! :smiley:


#8

@ImSploosh, oh yeah, don’t know how I forgot Dome’s new first objective. They destroyed it. I like the rest of the changes for it, though, but I didn’t mind the old Dome that much either so…


(Begin2018) #9

Dome first objective? Open the window with Javelin/Arty/Stoker, take the objective, jump through the window, deliver… It works 90% of the time with the current state of CMM ^^ (if no noob took the objective). Then in defense you really have to defend the delivery place.

Underground first objective? Yes it’s probably a bit easier for defender, but this need only minor fix, not a whole change.

More paths/routes? I don’t know, I dislike Dockyard because there is too many of them. It could be fine but only if engineers have to open/close them, then it become strategy. But free paths to allow Phantom to knife you in your back, no thanks.

Another problem of Dockyard is Stoker is way better to break the EV than Arty/Kira/Skyhammer because there is too many roofs on the way. And for attackers, last objective is pain in the ass, the area is too big/long.


(Press E) #10

Personally I’m more or less okay with every map except Dockyard. It’s just too easy to lock things up during the EV escort, and the final objective is not only hell for the attackers, but the geometry is so horrible that signalling for airstrikes or even getting a proper shot is a pain in the ass.

I haven’t played Castle enough, but from my impressions it has some weird geometry that I don’t really like. Not being able to place a medstation on the entrance to the castle for example. The last objective also has a bit of an awkward layout imo.

Underground could use tweaking, but not a major rework. The first objective is just too easy to spawncamp from, but I like how different the rest of the map is from others and don’t want it to change too much.

Terminal has issues with the first spawn, but I really wish they did some minor tweaking instead of redoing the entire map like they’re planning. I really like terminal, even if it ends in spawncamping occasionally.

Vault is fine imo. Maybe a bit iffy on proper cover for the last objective though. You can tell it was really designed with turtle in mind, a bit too much.

Trainyard is just horrible. I’m not even sure what I hate about it, but the first two objectives are just hell. Easy to lock attackers in, but once the attackers push slightly forward it’s almost impossible to defuse. The last objective is currently my favourite part, lol

Dome is just… eww. I like that the map was condensed a bit, it really needed it, but I think they went a bit overboard. I wish they either left both flanking routes in the first objective while somehow shrinking them down a bit, or removed the current one and kept the old one. Imo, it was far more fun to fight around.
The current secondary is next to completely useless, and the brewery entrance is so awkward for both teams that it just isn’t fun to push from.


(Begin2018) #11

@STARRYSOCK: I mostly agree with your analysis :slight_smile:


(Melinder) #12

@Begin2018 said:
(Engineer point of view, lvl 76, 950h in matches)

Nothing more to say really.


(Begin2018) #13

@Melinder said:

@Begin2018 said:
(Engineer point of view, lvl 76, 950h in matches)

Nothing more to say really.

Well, that’s my opinion (it’s in the title) and yes it’s better for “devs” to know who do feedbacks, there is nothing to hide. By the way, I don’t understand why you think your intervention has any relevance… The opinions about maps I’m reading here are way more interesting than your useless 5 words. This thread was calm, then please go away.


(znuund) #14

So, you are playing the game again? Or do you just consider yourself as the selfless knight on a horse who comes to save this game with his endless experience and wit.

to topic:
I’d rather have a poll with multiple choices on that. It is not interested to read yes/no opinions.

Actually, it would be a nice feature to integrate it as a recurring vote on this forums (monthly) to see, if the (forum)user feel about the maps. Add all the maps, a “all fine” option and a “new map” option and let it run for a month, every month.


(Guziol) #15

Chapel should be outright removed.


(Press E) #16

@Guziol said:
Chapel should be outright removed.

Honestly Chapel without Arty or any sniper can actually be really fun, at least to me.

Not sure why everyone hates Chapel so much.


#17

@STARRYSOCK said:

@Guziol said:
Chapel should be outright removed.

Honestly Chapel without Arty or any sniper can actually be really fun, at least to me.

Not sure why everyone hates Chapel so much.

It’s a great map, I’m just tired of it. It’s overplayed and usually has snipers. Imagine if we had the option to vote for all maps in the lobby rather than 3 random ones? Yeah, would result in Chapel and Underground 90% of the time. This game has too few maps for me to vote for the same ones regularly.


(GatoCommodore) #18

castle is too attacker biased

also the map gives you a spacious feel on 1st and 2nd objective.
in reality its really cramped and has a real grindy last objective that you can plant within the first 5 sec of castle wall get blown

imo give it a glass barrier that you can shoot at but cant spam explosives at
(like old underground glass) so attackers cant put nader or fragger up there and start raining down at defender spawn exit when they planted.

Attacker also has a huge field of view of defender spawn exit.


(n-x) #19

Maybe Castle needs more time til everybody got used to it. I have played it around 10 times now and most of the time attackers blasted more or less through defenders. The one time defenders won was after the EV part was completed within a few minutes followed by a 10 + minutes battle for last objective which defenders just won with a last second defuse.

But most of the time the EV gets hardly delayed and if there is a fast plant after the EV part it’s mostly GG after a few minutes.


(TheStrangerous) #20

Disagreed on Terminal.
Still remains one of my least favorite maps, to this day. Way too defender biased, too many confined spaces, not enough routes.

Do think first objective on Dome needs replacement, hell, EMP delivery needs an overhaul or complete replacement.