Secondary Objectives - Forward Spawns - My Visions!


(potty200) #1

I know many people are whining about the map. Many people are mentioning that they are too linear and I know a bunch of people who want secondary objectives to complete while attacking/defending.

One of my favourite maps of all time was Victoria. The reason I say was is because I rarely see teams, public and competitive, get stuck on the first stage. I have drawn up (Yes on paint!) my ideas of how to fix the first objective stage as well as add more things for each team to complete. In my heart and head it sounds far better than what we have already. Would love to see it tried but chances in that happening are low. Would like to open some eyes though. *NOTE: This is the first stage only.

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Hope the screen shots work! Never tried from this site before :cx


(potty200) #2

Pictures broke, will fix asap! :smiley:


(Glottis-3D) #3

very nice thoughts!


(tokamak) #4

They work, but as they’re big BMP’s they sometimes take too much time to load. It’s better to save them as jpgs or pngs if you want to use them over the internet.


(rookie1) #5

Pics Works perfect to me …and Good Visions… loved it


(potty200) #6

I would like to add that this is more of a general post about side objectives. This isn’t so much about fixing Victoria’s first stage.

I want people to chip in with what their vision about having more side routes, having more secondary objectives and meaningful forward spawns. If everybody is all for things like this I would like us to shout together to be heard :frowning:


(DarkangelUK) #7

Would SD be open to oldskool touch to capture forward spawns ala RtCW/ET? I remember on Waterloo (or victoria, whatever the hell it’s called!) you used to be able to jump over the railing and into the subway tunnel, don’t think you were meant to be able to. That would be perfect for a forward spawn placement. Its closer but off to the side so doesn’t make it futile to go for it, and it’s close enough to warrant defence attempting to recapture. It’s A on the map, a second location I propose is B but that’s if A isn’t acceptable.


(Glottis-3D) #8

B is too close to the OBJ. mb move it up a little bit, and add a sneaky path to the def’s spawn (so that def’s would be able to retake it)

A is not very good - to far from def’s spawn. and it is pretty much like your usual dirty-bomb spawn. useless and in the wrong place =)


(DarkangelUK) #9

A is no closer or far away from obj than defence is, also it would be underground and in the tunnel I mentioned, not on the street. B was for the sake of it because that was the only other location.


(Glottis-3D) #10

I meant, A is too far for defs to recap it. its like the generator, that is C4’ed only if defendors are way stronger than attackers.
I personally like the B location more, just because that part of the map is not used as much as generator part.


(DarkangelUK) #11

[QUOTE=krokodealer;504347]I meant, A is too far for defs to recap it. its like the generator, that is C4’ed only if defendors are way stronger than attackers.
I personally like the B location more, just because that part of the map is not used as much as generator part.[/QUOTE]

Which is exactly what’s required. As it stands, all def need to do is hunker down in the same area, this now forces them to cover more area, think about positioning and cover more routes. Since it’s a touch to capture its worth the risk, no one can be bothered to C4 the pump due to arm time and the fact it sits counting down and can be undone, recapturing the spawn is instant and affects the enemy straight away.


(Glottis-3D) #12

oh, you meant tap2cap spawns? then yes they need to be safe. i thought about ETQW 5 seconds-cap spawns.
i mostly dont like that you need to go through the route to recap the enemy’s spawn. there has to be side-way not through the Object.
Like in Salvage last or Area22 first, You want more like Supply Depot spawn, where defs can only go through bodies to recap it. i’d test the **** out of both versions! Bring it!