Quick Contanier City solution


(light_sh4v0r) #41

Good suggestions here!
I also find the white outline on the gate annoying, makes it really hard to see what’s behind.


(madoule) #42

this thread is gold! thanks tok and inferno for the suggestion.

i’d be very certain that this could balance out the first portion of this map and improve the fun and progress even for casual teams/players.

offtopic: it’s hard to find such great threads recently. thx guys for sticking around. kisses :wink:


(Smoochy) #43

first of all, hi guys. im a regular on the bethsoft forums for brink.

ive only encountered a total lockdown once on this map but it really ruined any fun. it doesnt help you have to go up stairs as this means they see your head before you see them (meaning headshot > dead)

you really need decent medics on that map. i usually play medic but i had swapped my level 20 medic/engi to op/soldier meaning my medic is quite low classed (10). pity you cant swap char during game.

i agree we need to do something. the defending team almost always wins as this game is kinda easy to lock down on.

i like the additional stair idea or even a light route over the top (not of any use if no light guys on the team)

OR maybe make defending team spawn a few secs delayed? they can get into prime spawn-rape spot far too easily.


(Smoochy) #44

[QUOTE=.Chris.;319905]For stopwatch play the maps should be biased towards attack. If not you get double full holds which are pretty common at the moment in Brink but not always attributed to the map design.

The whole point of stopwatch is to set a fast time and for the other team to try and beat that time.

For public play maps shouldn’t favor any one side in my opinion. This would give an equal chance for either team to win which would be the team playing better not the one who happened to pick a team the map favors.[/QUOTE]

lol, i never knew thats how stopwatch worked! doh!


(obliviondoll) #45

It’s easy for BOTH teams to spawn-camp one another on CCity. If that took the OP’s suggestion, thet first exit would need to be widened, and the container put mostly inside the opening, because otherwise it would severely bottleneck the area in all directions.

The idea of an alternate high-road path out is the one I’d prefer, and a similar alternate route should be available from the Resistance spawn as well.


(Kurnuttaja) #46

I was thinking of an alternate route from the security side to the other side of the gate through one of the containers in the left side. That route would atleast require the defenders to also keep an eye in it or get backraped.


(tokamak) #47

That would spread the defense too much. Bottlenecks are fine, it just shouldn’t be like shooting fish in a barrel.


(Sanch3z) #48

some of the stacked containers where the yellow X are in the picture below could be removed and you could allow players (security from spawn) to get up there and cover those going to blow up the wall. *the only way to access these new areas would be from security spawn.

lemme get an SDK and I will do it for FREE!


(iezza) #49

[QUOTE=DazTroyer;319817]It’s a good simple solution to the problem and should be easy to implement you would of thought. However its not hard to get out of the spawn in the first place. You just need 1 or 2 soldier and the rest of your team to storm the gate, cover the gap and the guy planting.

Also how are players getting way high above the gate in the Windows?[/QUOTE]

A light can wall jump up there, And i think mediums MIGHT be able to Get ou. dont QFT me though. it is awesoem up thar with ma barnett and ritche. OOH YEAH! DUFFMAN TALKS IN THIRD PERSON!


(tokamak) #50

some of the stacked containers where the yellow X are in the picture below could be removed and you could allow players (security from spawn) to get up there and cover those going to blow up the wall. *the only way to access these new areas would be from security spawn.

What’s stopping the resistance from turning that against the security?


(iezza) #51

Only way is vya security spawn I.E They will get pwned by auto turrets B4 getting that


(wolfnemesis75) #52

You know what. Last night I played this map on Security and we went through this level like a buzz-saw. I planted the bomb and killed any fool who went to disarm it by hiding in the little alcove. If you are soldier before the match begins go straight to the gate and plant it you still have enough time to back off and wait for someone to slide under the barrier crack. I immediately get ready to throw a cocktail and will throw it just to let the enemy know that someone is guarding that ****! It was 8 vs 8 humans by the way. This map is Spawn Trap Friendly like Trenches in Gears of War, but is better once you have the mindset to get the gate blown.


(Sanch3z) #53

yep, maybe tweak the locations of the auto turrets a bit to make sure Resistance doesnt get up there.


(tokamak) #54

The chances of winning this map shouldn’t depend on the first few moments.


(wolfnemesis75) #55

You have to agree that it makes for a more challenging scenario in its current form. I learned my lesson getting trapped on this level. Am I off-base saying that this map is the most played and chosen map? There has to be a reason. It poses a significant challenge to both sides. Longest map to complete all objectives? Definitely most challenging map besides Shipyard. Security is the force trying to hold the collective hope of humanity together, so its appropriate in many ways the setup of Container City if you really think about it. Feels good when you win this map on Security, which is why I also think it is so popular. The cinematic for victory makes you want to fist pump. Same with Security Tower.


(tokamak) #56

Background story can apply to the feeling of the map but shouldn’t affect the balance, you can’t say that certain maps should be harder to attack because of the story.

Good balance means that a map can’t be decided until right before the ending.