The give an objective a twist game.


(iwound) #1

Pick any objective from any DB map and link it to a side objective that will help attackers to achieve completing the said objective.

Things like these will help stop lemming tactics.if your best chance of success is to
just run directly at the objective then you will. giving you a clear option that could
improve your chances over a lemming run will split a defence and reduce full holds.
Also it will create more of a story and depth to main objectives by giving more options.
once completed the objective area may look different each time its played because of the choices made.
It can make an objective more exciting by being less of a chore or grind.

examples.already in.

  • [li]spawn capture point in waterloo.
    [/li]not needed to complete but can give an
    advantage but in itself is hard to complete.
    [li]gas tunnels in waterloo -
    [/li]too easy to complete so its a given but if it were possible to
    destroy by defence then it would make it more interesting.
    [li]whitechapel buildable bridge barrier.
    [/li]not much of an advantage as it mainly only protects
    the pigeons, but they thank you.
    [li]whitechapel last obj back route - open door -
    [/li]again not that hard to complete more of a chore. not reversible?
    [li]camden - push a cart to create cover -
    [/li]seems harder than actually just pulling the switch.

heres an example of mine for the 1st switch on camden.


Have a carriage either side of the switch.
in the left building have a switch that moves a carriage towards the other creating cover.
then attack have an increased chance when moving in.
switch should be reversible by defence.
possibility of carriages been enterable and form part of the route.

im hopeful this thread will help fuel more feedback in a specific way regarding
objectives and help the level designers see where we are not enjoying it and needs improvement.

all participants get a rep from me which will make you even more powerful than you can imagine.

grab an overhead map here for your map of choice to help describe your ideas.
http://forums.warchest.com/showthread.php/33765-Top-down-maps

cheers all. :slight_smile:


(rookie1) #2

•spawn capture point in waterloo.
not needed to complete but can give an
advantage but in itself is hard to complete.

I never understood how to capture this ^^


I like the idea of reversible side objectives …Will bring so many new possibiities and would make feel maps non linear
Also Camden would benefit of a tweak at first objec …the moveable train is not an help as it is like you mentionned


(iwound) #3

you get near it and the light at the top goes down then up like the flag in ET.
i prefer a flag over a cash machine.


(rookie1) #4

Remove carriage

Open path to top building (side obj or permanent open path)
Add a panel- limit the space for one Char only at this point




(iwound) #5

there is probably lots of ways to achieve the extra route there rookie1.
gates and have a switch inside the building.
or just build it.
consider whether you want its activation to be in the same place as the objective.
you could create a new building that just has the switch for that route to open. possibly in an area that is underused.
it definitely breaks the defences cover down if achieved so balance out how hard it is to achieve for the attack and whether it is reversible by defence,
definitely worth fleshing it out.


(rookie1) #6

the thing is at this first switch sometime attacker strugle too much …
Giving them just a bit more to defend the PDA activator might help
That top building could help if its done a way that its not making them dominant of this aera
if its can be side obj with on/off control switch activation …np


(Protekt1) #7

A situation where instead of capturing a forward spawn point, you only push the defender spawn point back.

The way you accomplish this could be to blow up a repairable object that is near the main objective so the defenders don’t have to completely split up their forces.

Maybe I’ll describe something more specific later.


(RasteRayzeR) #8

The recon is the one trully lacking objectives to do, he basically only provides fire cover which is lame since the recon is supposed to work behind enemy lines too. SO my ideas (one coming from Tschaims Pont), were to give secondary objectives allowing the recon to help with team play by :

  • hacking a safe to open it and release ammo supplies for the team. This could replace the traditional ammo boxes yet making them harder to get, thus enforcing team play.

  • hacking a radio beacon in a reachable location for both teams, that once hacked delivers the communications of the other team (like the things built, when someone is planting C4, etc.) This would be a great way to further develop the tactics and gameplay.

I personally love the recon and it is a class I would see grow in purpose as a strategic asset. I’d like too that the recon gets a distinct hacking tool (not the pda, but a device he puts on the objective to hack, linked by cable to a portable console of some sort).


(iwound) #9

i think the last objective on camden could do with top left building upstairs having a radio the covey could hack to call the rocket launcher vehicle in.