Terminal first objective improvement


(RasteRayzeR) #1

This is the result of a discussion between PixelTwitch and me on IRC after that I rage quit in Terminal. Reason is always the same: spawn camping at the first spawn. We came to think that such a modification as shown in the pictures below (forgive my speed painting skills), could benefit the first objective by making the balcony of offices a drop down only for the attackers.



Problem is we get cross-fired from the MG, the office pipe, the office elevators room and the front courtyard. Also the only way to get another route is by repairing the pump (if destroyed). So by making the office pipes a drop down only (could be a trick jump to get up there) we could favor the reparations of the pump and make it fair for the offense. It would also give more space to fight in the office area.

The pictures are just a suggestion on how to do it. Basically remove the stairs leading to the balcony and break the fence, put a pillar just in front to avoid too long lines of sight and let the action be fair. The pillar could be thin or wider, see pictures.

My two cents this small modification can impact a lot the gameplay for the first objective.


(Sun_Sheng) #2

Personal opinion, it wouldn’t work. It needs a route with cover, something like blocking off the attackers access to it completely. If not, the times when a camp is on or in place, you’ll get back raped trying to get across there, or you won’t make it across the overhead in the first place.


(RasteRayzeR) #3

Could make a simple drop down then, no trick jump to get there. I’d still be interesting in seeing how this affects the gameplay.


(Glottis-3D) #4

raste, visit my nearby thread about WC final plz!


(Sun_Sheng) #5

Aye, it’s the access to it that’s the problem. You could possibly use a lift at ground level as well as blocking the stairs, but you still face the problem that once the tunnel is blown, everything filters through a something like 30 metre cube. I’ll have another think when I get home but ideally it needs something to either split the defence into two completely separate entities, or some way of back raping that forces them to defend a line further back


(Mustang) #6

Or change the gas tunnel to an explodable door at the same location as the current pump.


(Glottis-3D) #7

[QUOTE=RasteRayzeR;509856]This is the result of a discussion between PixelTwitch and me on IRC after that I rage quit in Terminal. Reason is always the same: spawn camping at the first spawn. We came to think that such a modification as shown in the pictures below (forgive my speed painting skills), could benefit the first objective by making the balcony of offices a drop down only for the attackers.



Problem is we get cross-fired from the MG, the office pipe, the office elevators room and the front courtyard. Also the only way to get another route is by repairing the pump (if destroyed). So by making the office pipes a drop down only (could be a trick jump to get up there) we could favor the reparations of the pump and make it fair for the offense. It would also give more space to fight in the office area.

The pictures are just a suggestion on how to do it. Basically remove the stairs leading to the balcony and break the fence, put a pillar just in front to avoid too long lines of sight and let the action be fair. The pillar could be thin or wider, see pictures.

My two cents this small modification can impact a lot the gameplay for the first objective.[/QUOTE]

[QUOTE=Glottis-3D;493501]ok, first part first.

i dont like how defs rape attakers right after the spawn location. i think attackers need another safer way to the office. preferably one-way.
like this one:




this is a fall from height way - so only attackers can use it naturally.

also i dont like how the office exit is the only exit for both the escalator guys and usual office-guys (pipes etc).

so i suggest to make this second exit (also the OLD exit is also fine with me, though it can seem to easy for attackers)



i think this exit doesnt give the attackes a too easy way for plant (like the OLD path did) but it surely can halp for take the spawn unexpectedly.[/QUOTE]


(RasteRayzeR) #8

woops, haven’t seen that thread obviously. Good to know others have roughly the same ideas !


#9

Its current design is flawed, and spawntrapping is occuring often.

I also made a topic about it http://forums.warchest.com/showthread.php/41331-Victoria-map-Window-could-use-a-redesign

I dont know what is the best solution, but there is a need for a solution that I can say.