Problems with current WhiteChapel.


(Glottis-3D) #1

This is best map in the game. but it still has some drawbacks.
Mostly the problem with this map comes from the EV-dependent spawn-locations. And the tube-like layout.

Yes. Two sideways realy helped a lot. They brought side routes to the 1 stage (repair+1EV route before the Turn) and to the middle EV stage (Chapel bypass).

But there are still annoying chokepoints in this map.
Not extremely annoying like in Trainyard. but still this needs some adjustment.

  • [li]1st Turn of the EV. all the attackers’ routes collide (even the side one) in one place. And once the EV is disabled 1 meter before the spawn-location change. it is deathpit for the attackers. This is the problem of this spawn-system in the EV maps. [/li]how to solve.
    1. If we had a forward spawn for the offence, then it is all in attackers’ hands to make their way to the EV faster. but now the further EV goes the worse it is for the attackers.
    there is a lot of place on the right side (attacker’s POV) for the forward spawn.
    2. forward spawn for the defence, that needs to be taken away from defs. so that they spawn further. THis should prbbly be on the left side (again attack POV)
    both 1&2 mean that there is no need in ev-dependent spawn system. which is pretty bad. because we had all these issues in the old London bridge. this is not a very good system for tubes-like maps.
    3. Make map even LESS tube. add another route, that leads somewhere else! :slight_smile:

    [li]pre-lift area. this is much less now, than it was before. but still since the EV is disabled 1 meter before the longest def-spawn. it is a pain in the arse for attackers.[/li]how to solve.
    1. trick jump routes for attackers seem the best way. this may need some work on consistency in walljumping. left side is obvious way for little sneaky guys.
    2. EV route is very exposed IMO. not like the 1stEV stage - with boxes and containers. you cannot put your money on camping out def-campers. and they just kill engies, and spam artilery/strikes. We need something for the attackers. - both long range (sniper balcony somewhere - mb the chapel one??) and close range (box or a container).

these EV-spawns feel so wrong. because in some games EV just happens to pass the point. and defs are pushed back and just have no chance to fight it. But in some cases that ****ty meter before the point can be an easy fullhold. you can never guess and you cannt make good tactics on it especially on pub.


(tokamak) #2

Agreed. Also, once the first objective is complete it’s really easy for defenders to spawncamp the attackers who spawn all out in the open.


(Glottis-3D) #3

This thread is about last WC object.
http://forums.warchest.com/showthread.php/41119-Reworking-Doc-carry-objectives


(chippy) #4

One thing I’d like to see is to make the left house (on across the street from the Chapel) bigger on the inside instead of just a corridor and some stairs. That could hopefully open up the fights which usually is only “around the bend”…


(Glottis-3D) #5

Agree, this house is important, and fights inside it need to be interesting and variative.
Prbbly a large guest room with a balcony will do the trick.


(RasteRayzeR) #6

I’m really wondering why the maps don’t have more of these places. It’s like CW, why not make it an underground facility with rooms all around the main vein ? I think it’s time for the maps to become cities rather than a street with dead-ends around it. Give choices, give many routes, give details !