possible changes to Victoria ?


(Volcano) #1

1)move one objective to the other side so it isn’t all jammed into one area and actually gives some purpose to that area rather than just the defenders spawn

2)move the current attacking spawn into the carpark so the defenders cant fire into the spawn

3)I have never seen anyone come this way it could be done away with completly or have another entrance into the gassed area

  1. way to easy to shut down the attackers from here since you can see the whole way to the other end, lowering the ceiling above me might fix it as it would block the line of sight and force them to take cover down there

  2. put a box or some sort of prop here so we can turn this into a faster way to get onto the overpass







(Volcano) #2
  1. hackable side objective for the covie when he gets a close range weapon for now anyone can do it,would work a lot better once the text stops showing up Xplayer is doing X objective. But have it open this shed door and close it if they choose and ninja to the back objective to activate the console.

  2. put a door here so the defenders can get to the back area in the event someone does get through the shed in #6

  3. this back area looks sick rather than the underground gas area could be possibly open up this area there is a staircase at the farend where my makeshift line goes up, it leads to the top where the defenders staircase ends. The engy has to cut through the wire fence to open up the gate at the start either with wirecutters or portable oxy

9)reopen the escolators so the defenders can defend the objective from the old cafe( which we moved in #1)






(Samurai.) #3

yeah i did make a thread the other week for changes to this map here with a few of my suggestions, nothing really came about it, although mine were pretty drastic changes mentioned.

Just thought i’d link the two together incase any attention gets given to it… but yeah changes do need to happen to this map.


(Volcano) #4

i never even saw that thread :\ must of been buried under the amount of other threads


(potty200) #5

I like the small changes you have proposed. The box at the start would be a huge help for the attackers to take over the office!


(iwound) #6

last version was the best imo.


(maxxxxlol) #7
  1. Would add a lot to the last stage. Defenders should make a choice what they want to do defend. ET radar for example.

(ImageOmega) #8

[QUOTE=Volcano;446165]5) put a box or some sort of prop here so we can turn this into a faster way to get onto the overpass
[/QUOTE]

I agree with this.


(stealth6) #9

I don’t really have an opinion on the matter, I just wanted to point out that you can put the images inline and check with preview post if you have them in the right places. It would improve the readability of your posts imo. (sorry for OT)


(Volcano) #10

I’ll see what I can do champ


(Volcano) #11

i was more thinking tc_base but radar is good too


(draska) #12
  1. and 9. Unlikely. We used to have similar layout and it didn’t play well. To close to defenders spawn, gameplay area too big for 5v5.
  2. Valid point. Will be addressed. Used to be in a car park and was moved to decrease traveling time.
  3. This area undergoes some changes atm which should make that passage useful.
  4. That’s the idea. Defenders need some incentive to be there.
  5. Valid point. Will be addressed.
  6. and 7.Unlikely. Not sure why sneaking behind enemy lines and completing unprotected objective is such a good idea.
  7. Unlikely. Back of the station used to be a playable area. Gameplay was unfocused, front line hard to define, gameplay area too big.

(Volcano) #13

it worked really well in sp_delivery while the axis were focused on the frontal attack both low and high the engy managed to get past it all and secure the objective which i think gives the allies the front flag spawn. which is the case in this one as well once the doors are unlocked it moves the spawn point up. but there really does need to be a 2nd way around it. right now its a cluster**** of combat in a tight area, i think this is mostly because that front area at the wall is very small in comparison to other areas

be sure to check samuaris thread out as well hes much better at explaining things than i am
http://forums.warchest.com/showthread.php/35873-Waterloo-Terminus-Map-Layout-Suggestions-With-Diagrams-Poll-Version-19135


(Jonny_Hex) #14

What Draska said.


(Volcano) #15

if thats the case you’re really not going to like the thread i did about london


(Jonny_Hex) #16

I’m not sure why you think I don’t/won’t. I read it.


(Volcano) #17

because unlike this one thread which is mainly smaller things which as draska wrote most of them aren’t been considered, the london thread with my latest update removes a decent chunk of the map


(prophett) #18

I think this is what a lot of the maps are missing at the moment - choices. Side objectives for the covert class allowing access to the primary/final objective always added an exciting dynamic to some of the classic maps;

  • Building CP on Radar and stealing radar parts while main gate and the forward flag was still held by the defenders
  • sneaking through main on supply to spawn at cp & plant main or supply main gate
  • Capture the battery cp or blow the rear gate to take pressure off the ramp build
  • Oasis wall jump or grab a uni and sneak through before the wall blew and catch the defense off guard
  • Ice - sneak through to grab docs after door had blown but defense still held the flag
  • frostbite back gate/wall jump
  • beach stack/trickjump to grab
  • UFO had a main and side gate
  • Assault had primary and secondary objectives

All of these maps had choices and we need more choices and trade offs across all maps in Dirty Bomb. Personally I would love the EV’s objective on London Bridge to be blowing the doors to the lab(?) and stop there. Then we have a proper doc run towards the end of the map, having to beat the defense to grab, and again to secure - being able to carry the docs and shoot is a must. In this case the “docs” could potentially be reduced from 2 to 1. A shorter EV escort and focusing on the doc as the major focus of that map.

Offering some more choices to the attacking team would increase the fun factor for me. Sneaking through to complete later objectives forces the defending team to choose between holding the forward objective, falling back, or splitting their players between the two. It would add a lot more strategy to the game. Something that would evolve over time and contribute to the longevity of the game.

I would love to see side objectives like the one Volcano mentioned. The current objectives are so linear.


(INF3RN0) #19

Maps need more sectioned off areas between the objective and spawn. If you for sure don’t want to add forward spawns, then at least increase the choke zones by more than 1 area. I’d like to have a few sections to fight in before I reach the objective itself. WL managed to section off the objective with that wall, but unfortunately it’s just a long hallway- not really what I’m looking for. Also it doesn’t really count when there’s two narrow routes adjacent to a huge open central route.

As it stands the maps are consistently only implementing one realistic choke zone before the objective, which gives no motivation to push out or have a multitude of strategy. The most appealing defensive points are 5ft from the objective. Maybe a team will try to establish a forward defense in the first wave, but right after the initial push it’s nothing but obj camping. This is partly due to the spawn times, but overall there’s not a huge appeal or opportunity to try varied defensive strategies. And as I’ve droned on about it a lot already, contestable side objs are also huge for motivating non-stagnant defenses as well.