Proposed Bridge Change


(mOist) #1

I’m proposing changes simaler this to change how the meta works in the final part of bridge , atm defending the objective in its current state is extremely hard there are to many angles to hold , these 2 changes i propose are minor but would help the defense imo.

Change 1.

The outside door should be locked and open-able like the doors in phase 1 on underground , this would slow attacks down from that area of the map allowing defense to focus on the other side, this lowers access for defense but i find that 90% of people will choose to go left on re-spawn rather that this door.

Current:
http://i.imgur.com/OvDTqsu.jpg

Proposed Change:

I Feal that placein the box in this location would offer Fair cover too the attacking team planting the bomb to blow the door and appropriate cover for the defensive team approaching the area

http://i.imgur.com/sq7TQJ9.jpg

Change 2.

Small change to the hall as you enter through the door mentioned above. atm its just another cover which offers little in help to the defense but offers some cover to the attackers.

Current:
http://i.imgur.com/u78VcaD.jpg

Proposed change:

the area marked with the red outline is where i propose cover is added, i removed the cover on the left because i believe it offers to great an advantage for attacker. Putting some large boxes that you can shoot over would offer much needed help for the defense should the doors fall into attackers hands.
http://i.imgur.com/ht0iSRC.jpg

i propose you move the boxes and enlarge them to cover more of the body and to be more beneficial to the defensive team


(Glot) #2

there are only two exits for def spawn now.
closing that door will make only left-route viable for defenders. that will lead to spawn camp.

so in order to introduce this kind of thing we will have to make additional route for defenders or some additional layout for them to defend the door.
and it should not be repair/c4 (c4 means 50 seconds - way too long for this kind of operation and trade of expenses - defs will have 5 secs to repair vs 50 secs to blow - so it will be repaired every spawn)
i think that hack/unhack kind of object with 10 seconds will fit this place better.


(mOist) #3

the whole idea was for it to take longer for the attackers to take down, and i agree a second door would have to be implemented , i was thinking perhaps some form of raised vent shaft taht you climb in from Def spawn that drops you inside the lab from the roof , perhaps put a Fan on the floor with tools next to it to imply the fans been removed for matinence giving a 1 way (Defence heavy) way into the labs.

Below image shows how i ment you would access it , makes use of the wall jump system and having to actually use your brain how to get up there will slow the speed of getting into the vent.


(Glot) #4

[quote=“Moist;15850”]the whole idea was for it to take longer for the attackers to take down, and i agree a second door would have to be implemented , i was thinking perhaps some form of raised vent shaft taht you climb in from Def spawn that drops you inside the lab from the roof , perhaps put a Fan on the floor with tools next to it to imply the fans been removed for matinence giving a 1 way (Defence heavy) way into the labs.

Below image shows how i ment you would access it , makes use of the wall jump system and having to actually use your brain how to get up there will slow the speed of getting into the vent.

[/quote]

yes. i think this will make the lab more thoughfull fight-area as a whole.
mb it will be closer to the awesomeness, that was VOlcano 1st stage console room? (also with vent-route, but for attackers)

the vent route should be long enough, so that it will be longer than the Door-route and become viable when the door is closed. but faster than the left route.
and ofcourse there should be an exit to street from vent - so that when object is grabbed you will have opportunity to change direction and go for the obj-carrier, and not to the lab.


(Thai-San) #5

One of the problems I noticed is the way the attackers have to play this part of the map. The concept of “grabbing something from near the enemy spawn and getting it near your own spawn” is an fairly bad idea. It’s kinda hard to get the objective if you have a good def team, but once someone got it it’s way too easy do deliver it.
When I come from spawn and the announcer says: “They got the Objective!” in 9/10 cases they deliver it.
The problem here is that the distance to the container is way too short and that the def team has fight on the plaza which is overlooked by two mounted MGs and the enemy spawn.

Sure it’s a good thing to give the def team more ways to build up a good defense, but I’d place the attackers spawn and the container to different places.


(Glot) #6

[quote=“ThaiSan;16428”]One of the problems I noticed is the way the attackers have to play this part of the map. The concept of “grabbing something from near the enemy spawn and getting it near your own spawn” is an fairly bad idea. It’s kinda hard to get the objective if you have a good def team, but once someone got it it’s way too easy do deliver it.
When I come from spawn and the announcer says: “They got the Objective!” in 9/10 cases they deliver it.
The problem here is that the distance to the container is way too short and that the def team has fight on the plaza which is overlooked by two mounted MGs and the enemy spawn.

Sure it’s a good thing to give the def team more ways to build up a good defense, but I’d place the attackers spawn and the container to different places.[/quote]
well, sad thing, that we still play this version of Bridge last stage.
There was a much better version called Bridge-alt, with completely different and much more well thought layout for a Doc-run objective. Delivery point was much further from def spawn. and there was several routes to that - safe, less safe and dangerous.
I hope that Bridge-alt will make it back to the game.


(Szakalot) #7

[quote=“Glottis-3D;16482”][quote=“ThaiSan;16428”]One of the problems I noticed is the way the attackers have to play this part of the map. The concept of “grabbing something from near the enemy spawn and getting it near your own spawn” is an fairly bad idea. It’s kinda hard to get the objective if you have a good def team, but once someone got it it’s way too easy do deliver it.
When I come from spawn and the announcer says: “They got the Objective!” in 9/10 cases they deliver it.
The problem here is that the distance to the container is way too short and that the def team has fight on the plaza which is overlooked by two mounted MGs and the enemy spawn.

Sure it’s a good thing to give the def team more ways to build up a good defense, but I’d place the attackers spawn and the container to different places.[/quote]
well, sad thing, that we still play this version of Bridge last stage.
There was a much better version called Bridge-alt, with completely different and much more well thought layout for a Doc-run objective. Delivery point was much further from def spawn. and there was several routes to that - safe, less safe and dangerous.
I hope that Bridge-alt will make it back to the game.
[/quote]

when was it played, and why did they take it away? : (


(Glot) #8

[quote=“Szakalot;16580”][quote=“Glottis-3D;16482”][quote=“ThaiSan;16428”]One of the problems I noticed is the way the attackers have to play this part of the map. The concept of “grabbing something from near the enemy spawn and getting it near your own spawn” is an fairly bad idea. It’s kinda hard to get the objective if you have a good def team, but once someone got it it’s way too easy do deliver it.
When I come from spawn and the announcer says: “They got the Objective!” in 9/10 cases they deliver it.
The problem here is that the distance to the container is way too short and that the def team has fight on the plaza which is overlooked by two mounted MGs and the enemy spawn.

Sure it’s a good thing to give the def team more ways to build up a good defense, but I’d place the attackers spawn and the container to different places.[/quote]
well, sad thing, that we still play this version of Bridge last stage.
There was a much better version called Bridge-alt, with completely different and much more well thought layout for a Doc-run objective. Delivery point was much further from def spawn. and there was several routes to that - safe, less safe and dangerous.
I hope that Bridge-alt will make it back to the game.
[/quote]

when was it played, and why did they take it away? : ([/quote]

http://forums.warchest.com/showthread.php/40823-Map-Preference

it was second most popular map after WC
summer 2014


(Thai-San) #9

Wait-wait-wait-wait…. Dockyard? A “new” map? Was it good? Will it come back? Are there Screenshots?
I want more maps soo bad. >.<


(Glot) #10

[quote=“ThaiSan;16921”]Wait-wait-wait-wait…. Dockyard? A “new” map? Was it good? Will it come back? Are there Screenshots?
I want more maps soo bad. >.<[/quote]

Dockyard was very inventive. Moving objectives included. there was a HUGE crane that moved a container in the air and making a path to the second objective between two previously unconnected areas.

but it needed some improvements in layout as usual. no screenshots though =(