Proposal: Waterloo Terminus Final Objective REDONE


(Evil-Doer) #21

Think you may have just put a spot light on the whole reason behind this interesting an informative thread. There is no way to strategically hold this area of the map properly. Really, the only way to make the end of this map work is by doing 8v8…In an essence; OK then. But I feel like that would make such a great map turn to mush.

Just hope we can find a solution to keep this map fabulous the whole way to the end.


(Valdez) #22

Imageomega, is not asking to scrap that entire area. I believe what he is asking for is a small addition.


(rookie1) #23

…Coordinating strategy is tough because there are so many areas to look out for…

Then if there is x amount of places to look at …if they are reduced would this improve the situation ?


(INF3RN0) #24

After finals I’ll try to do some non-destructive layout tweaks, but I feel like this one is pretty tough.


(ImageOmega) #25

It could absolutely fix things. I could name a few changes, but then we are being short sighted as any changes to the room to appease the final objective would hamper the PDA objective before it. We can’t take out paths because then it would make the PDA objective horrendous.

Also, to boot it should be mentioned that the PDA objective works well because of the choke points surrounding it. Effectively a team has to divide their forces between either side in order to properly defend it. It is this great defense/offense set up we would be trying to emulate with my proposal.


(rookie1) #26

[QUOTE=ImageOmega;435454]It could absolutely fix things. I could name a few changes, but then we are being short sighted as any changes to the room to appease the final objective would hamper the PDA objective before it. We can’t take out paths because then it would make the PDA objective horrendous.

Also, to boot it should be mentioned that the PDA objective works well because of the choke points surrounding it. Effectively a team has to divide their forces between either side in order to properly defend it. It is this great defense/offense set up we would be trying to emulate with my proposal.[/QUOTE]
I think you have given enough infos for SD to work around it …they will find .Im convinced :)…if not INF3RNO will :wink:


(ImageOmega) #27

Thank you for everyone’s feedback. Seems like there’s a consensus here with this final objective. I have faith in Splash Damage and I hope that they do take a look at these things we suggest and re-analyze the current maps.

Splash Damage’s feedback and transparency with the community has been great. It is also why I have been such a big advocate of what they are trying to accomplish. It’s why I come back and post everyday and am drawing out map ideas. Finally, it’s why I always write on my site that Dirty Bomb has a bright future.


(Jonny_Hex) #28

Interesting. Had a chat about exactly this today. Work to be done on this for sure - appreciate the suggestions.


(INF3RN0) #29

Bananas and I are gonna try to do some detailed visuals for ideas towards making this part better tonight/tomorrow. Would be cool if more people did the same so we can compare notes.


(Valdez) #30

Inferno, I already took care of that for you.


Also here is a top down view of the finished changes



(INF3RN0) #31

[QUOTE=Valdez;436692]Inferno, I already took care of that for you.


Also here is a top down view of the finished changes[/QUOTE]

I’m having a hard time understanding where these things are in comparison to where they currently stand. Could you put some more reference points?


(Valdez) #32

I updated the post with a second picture. should be able to see more reference points in the top down view.


(INF3RN0) #33

… um not sure what is going on here. Your not trolling me are you haha?


(Valdez) #34

sorry inferno, was just having some fun. But in all honesty when you post your images I have no clue what is going on, maybe give us a more detailed explanation to go along with your diagram.


(INF3RN0) #35

Can you link me to those images so I can update them? I felt like I usually go pretty far out of my way to make them understandable…


(INF3RN0) #36

Here’s a pretty rough idea for now…


Bombsite 2 would remain where it currently was. Bombsite 1 would be moved to a sub level, where the exact location would be completely dependent on the layout of that area. The existing location of Bombsite 1 would be a fairly exposed double escalator granting access to the sub-floor. There would be another entrance next to the PDA mid-escalator, and perhaps a small drop ladder in the right hand area. I would also have a means of more direct access to the sub-area from somewhere closer to the defensive spawn too (maybe the stair-well). I have no idea how the sub-level layout might look, but I can see separating the two objectives like this allowing for defenders to become less separated by all the large objects in this area and being able to set up better crossfires.

I marked out some potential 5v5 positions that would allow defenders to have good crossfires on all of the entrances and easily be able to rotate between the objectives and one another. It might be that some upper level openings would need to be blocked off; probably just with glass so that you can still see where an attack is coming from. Note: The PDA opening I would close off with clear glass that you can’t shoot through, and the window on the left would be identical to that on the right (that you can shoot through). Anyway this is just one idea for now, and I’ll probably add some other completely different ideas later on.


(rookie1) #37

Little suggestion




not see in this graphic
is that the other side (defense side ) there a switchs that could close
either the gate or the door at second level at any time
.

So attacker could open gate.,
defense close it back
attacker will have to reopen or take another route

same for the door at second level leading to PDA