Which do you lake better
Terminal poll
New terminal isn’t bad at all, but I don’t get why they had to go so far. I mean, the old one had some issues, but why completely redesign the entire first objective? Not only does it mess up everyone’s strategies, but it also ruins a lot of what made the old terminal special.
Being forced to jump down as a defender if you let the forward spawn be taken. Trying to cover the objective in a laser. Yeah, it had a lot of problems, but I don’t understand why they had to completely redo it.
Don’t get me wrong, I still like new terminal, but I really hope they reuse some of the aspects of old terminal going forward. Especially the forward spawn. If implemented correctly, that could be an amazing side objective.
It was possible to simply remove the tunnel generator to prevent spawn kill, and to use this new half map to design a totally new map…
@STARRYSOCK said:
New terminal isn’t bad at all, but I don’t get why they had to go so far. I mean, the old one had some issues, but why completely redesign the entire first objective? Not only does it mess up everyone’s strategies, but it also ruins a lot of what made the old terminal special.
Being forced to jump down as a defender if you let the forward spawn be taken. Trying to cover the objective in a laser. Yeah, it had a lot of problems, but I don’t understand why they had to completely redo it.Don’t get me wrong, I still like new terminal, but I really hope they reuse some of the aspects of old terminal going forward. Especially the forward spawn. If implemented correctly, that could be an amazing side objective.
because newbies complain about how they get spawn camped when they are too coward to charge together with the team, thus dooming their match
@GatoCommodore said:
@STARRYSOCK said:
New terminal isn’t bad at all, but I don’t get why they had to go so far. I mean, the old one had some issues, but why completely redesign the entire first objective? Not only does it mess up everyone’s strategies, but it also ruins a lot of what made the old terminal special.
Being forced to jump down as a defender if you let the forward spawn be taken. Trying to cover the objective in a laser. Yeah, it had a lot of problems, but I don’t understand why they had to completely redo it.Don’t get me wrong, I still like new terminal, but I really hope they reuse some of the aspects of old terminal going forward. Especially the forward spawn. If implemented correctly, that could be an amazing side objective.
because newbies complain about how they get spawn camped when they are too coward to charge together with the team, thus dooming their match
Old terminal had a problem. This coming from someone with 1,200+ hours in DB. It was extremely easy to lock the first objective in a spawncamp, and it definitely wasn’t just the whining of noobs refusing to git gud. It needed a change, don’t get me wrong, but this was pretty excessive.
Forward spawns could be implemented in a better way, but they completely missed the mark with it on the old Terminal in my opinion. I’m glad the first objective got changed. It became my least favorite map for a long while.
@STARRYSOCK said:
@GatoCommodore said:
@STARRYSOCK said:
New terminal isn’t bad at all, but I don’t get why they had to go so far. I mean, the old one had some issues, but why completely redesign the entire first objective? Not only does it mess up everyone’s strategies, but it also ruins a lot of what made the old terminal special.
Being forced to jump down as a defender if you let the forward spawn be taken. Trying to cover the objective in a laser. Yeah, it had a lot of problems, but I don’t understand why they had to completely redo it.Don’t get me wrong, I still like new terminal, but I really hope they reuse some of the aspects of old terminal going forward. Especially the forward spawn. If implemented correctly, that could be an amazing side objective.
because newbies complain about how they get spawn camped when they are too coward to charge together with the team, thus dooming their match
Old terminal had a problem. This coming from someone with 1,200+ hours in DB. It was extremely easy to lock the first objective in a spawncamp, and it definitely wasn’t just the whining of noobs refusing to git gud. It needed a change, don’t get me wrong, but this was pretty excessive.
nobody wants to push to the cap point thats why
people just stay on that window overlooking to the forward spawn cap but dont want to try to cap it.
you have 3 push lane and people would just push to the tunnel and start shooting from the window. I just dont get why newbies really love having their crap gets pushed in by the defender because they are not pushing
@GatoCommodore said:
nobody wants to push to the cap point thats why
people just stay on that window overlooking to the forward spawn cap but dont want to try to cap it.you have 3 push lane and people would just push to the tunnel and start shooting from the window. I just dont get why newbies really love having their crap gets pushed in by the defender because they are not pushing
It was a very awkward area to push from, that’s why. Almost no cover to properly camp behind for attackers, but a lot for defenders. It was a problem in ranked with experienced players, not just with noobs.
Besides, good maps should encourage dynamic gameplay. When the only proper cover is in that hallway, it makes sense that people tended to stay in there.
This new terminal is complete trash. Not only are you at the obj in an instant which leaves no time for defenders to setup but its now really really small and quick leaving a feeling of if I even played anything. Doesnt give that fun to play and fulfilling feeling it used to.
I personally preferred the old terminal. While I like the atmosphere of new terminal, I feel like the old terminals map design was slightly better. Currently, I am concerned that the multiple flanking routes make it really hard to attack and defend. It feels harder to defend because the attackers pop up everywhere. And it feels harder to attack because teams either split up to much. Or attackers pop up behind you at almost any given point due to the amount of flanking routes. I feel like the old terminal while not perfect had a better map flow and less opportunities to spawn camp. I think it would have been better if they had only tweaked the map regarding spawns and spawn area, not completely redesign the first half. Granted, I may just feel this way just because the map is new. Only time will tell if it is actually better or if they should have left well enough alone.
@Darkwolf3802 said:
This new terminal is complete trash. Not only are you at the obj in an instant which leaves no time for defenders to setup but its now really really small and quick leaving a feeling of if I even played anything. Doesnt give that fun to play and fulfilling feeling it used to.
I may be wrong but defenders are on the objective faster than attackers.
I find this version more draft-y, too much open, it doesn’t flow like the old one, but then much less spawncampable so we might have a good balance.
@ClemClem7 said:
@Darkwolf3802 said:
This new terminal is complete trash. Not only are you at the obj in an instant which leaves no time for defenders to setup but its now really really small and quick leaving a feeling of if I even played anything. Doesnt give that fun to play and fulfilling feeling it used to.
I may be wrong but defenders are on the objective faster than attackers.I find this version more draft-y, too much open, it doesn’t flow like the old one, but then much less spawncampable so we might have a good balance.
Slightly faster, but the attackers are right there leaving no time to setup any defenses like turrets or mines.
Havent managed to try that map enough for a solid opinion. But so far I felt like the first objective could be won too quickly.
Imo a small and squeezed clusterfuck at the first objective, following this comes the old lenghty and in comparison huge rest of the map. Doesn’t really fit together at all.
To prevent spawncamping, I also think some new path instead of the generator-tunnel would have been better (or for ease simply dissable the gas, and probably move the entrance to the stairway into the other side of the building closer to the spawn, probably at the next turn right after just the tunnel entrance.
If a team can’t get further ahead than this, they’ll for sure be spawncamped on the new start aswell.
To make it more attacker-biased they also could have removed the first defender’s spawn aswell, with some way through to the old spawn and the possibility of a way to the old gen-room.
I have to say the “New” Terminal gives me the same impression as the “New” Dome; it feels like a watered down, not to mention dumbed down, variation of the previous version. It fixed some issues with its changes, but as a whole made the map more of a three-lane clusterfuck; the removal of forward spawn, and the compacting of the varied lanes into a tighter space, just made it more of a mess to play on.
It managed to make it “feel” a bit less one-sided during 1st phase than the original at first glance, and I will give them credit for managing that (though the key word of focus here is that it feels less one-sided), but the map has been over-simplified, and still suffers from the same flaws as the reworked Dome; it’s too open and contains too many long, narrow hallways and high-ground vantage points with an extremely wide area of coverage (they took the attacker-side MG’s array of coverage and gave it to the defender-side’s Sniper nest). Attackers have very little cover while pushing up if the the enemy team is defending effectively as all the lanes are filled with mostly long and narrow hallway chokepoints, or wide open spaces; this makes Snipers and Explosives-users extremely powerful compared to any other option, to the extent that if handled properly they can completely shut down the three avenues of attack with little way to break through.
The Left and Right lanes start off having decent cover to work with for attackers but quickly devolve and spill out into the Middle lane; which is where we see the whole thing begin to fall apart, as the Old Terminal suffered from this as well. At this point you are given a choice of going down a long narrow passageway, where explosives and Snipers will potentially ruin your day, or running out into open where the Middle lane is; and where everyone can see you clear as day as well, forcing you to duck into the left side lane to the MG nest. Attack-side’s spawn is still further away than that of the Defender-side spawn, and with the removal of the forward spawn manages to give them the inherent advantage on phase 1 of the map. This brings me back to how I said it only “feels” less one-sided, as it still is clearly more in favor of one side over the other; only it is now more strongly favoring the Defense than the Pre-Redux version of Terminal.
TL;DR - The long-and-the-short of how I feel about this “New” Terminal is that it is just a worse version of Terminal given a shinier paint job and called a Redux; when it’s really just a watered down and more poorly handled variation of its older form; suffering from all the same flaws as the original, only they’re worsened and more blatant than before (with a few of these issues now having the side they favor completely flipped from the prior version of the map).