Short feedback on underground / tdm_urinate


(k0k0nat) #1

While I am preparing a longer feedback on the current map, I couldn’t help myself but rage at this map again.

Since “THE” spread-update, this map has become a even worse killbox.

I honestly cant even give real feedback on this map, because now the defenders constantly spawnrape the attackers.
Thunder, Redeye and Aura desperately needed a nerf, but now also Arty just has to spam his OP’ness in the small corridors.

That elevator still is useless, since you now can block it with turrets/ammostation/healstation + It takes less than 2 seconds to fall to the ground flour again, when no jumping out of this death-trap.

The “main routes” still are totally unfair for the attackers. There are basically unlimited positions for the defenders at the ground floor, in the objective and on the roofs. Blowing up the entrances is more a penalty than a goal since fighting in the main killbox ( u call it objective) is all random. ( Just named classes run in the objective and “RATATATATA” + spawn time issue + no need for medics)

  • Capture-objectives in a box? I mean… why? How will this work out when explosives make it back into the game?

I would even say you remove that map from the current pool till there is major update on this map with more routes or you gave up hope on this metro-copy. I wont play this map again.

(I still give u a hug for fixing the broken entrances.)


(BomBaKlaK) #2

Most horrible map of the pool for the moment.


(trickykungfu) #3

never played it in a pcw but i could imagine it works out fine just like Waterloo does.

Playing Waterloo on Public sux most time the attackers a stuck in spawn


(k1ruaa) #4

spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system * spawn system

I could spam 3 more pages but I think you get my point. Would have love to see a 20 sec attackers 30 sec defenders this last update. Can’t understand why they did not.


(k0k0nat) #5

this time its not only the fault of the spawn system.
more like *killbox *killbox


(k1ruaa) #6

It’s not helping indeed but when you are camping an attacker spawn if they manage to break your position one time at the right timing (just after defenders spawn time) you all get full spawn and lose. So it would be better already.


(k0k0nat) #7

[QUOTE=trickykungfu;503967]never played it in a pcw but i could imagine it works out fine just like Waterloo does.

Playing Waterloo on Public sux most time the attackers a stuck in spawn[/QUOTE]

Well on waterloo you got:

*top floorway from spawn

  • stairs to ground 1 - stairs ground 2 - jump into the corridor - jump into the right entrance - way into the upper right entrance

*ground floorway

  • right entrance - left corridor - main MG route
  • possibilities to airstrike
  • possibilities to nade left corridor and main entrace
  • possibilities to take out defenders from House

Just like u said, spawnraping on waterloo is a problem yes ( hardcore chokepoint @ White Van down at bottom "hub), but underground with less routes is even worse.