The new Whitechapel... c'mon guys


(Seanza) #1

So far in this alpha, the most complained-about objectives have been the EV objectives. London Bridge was considered long, boring, slow. Whitechapel was accepted by many because it’s not ALL about the EV and the doc runs were intense.

Now the map is literally repair/build the EV. It’s just London Bridge 2.0.

Please tell me original Whitechapel is still available in the build?


(Glottis-3D) #2

whitechapel was a very good map. with those datacore objects


(k1ruaa) #3

Yeah, it was the most interesting part of the map for me!


(shaftz0r) #4

the obj runs on whitechapel were by far my fav of any of the maps so far…


(Finko) #5

I thought it was only in russian build :smiley:


(Hundopercent) #6

White chapel, in my opinion, was never a good map. It’s too linear, too tight, the highlights of the map are not even highlights (chapel, ending.) All round just a drawn out, worse version of LB. =/


(BomBaKlaK) #7

drop this map ? can be a solution


(Seanza) #8

Nope, nope, nope.


(Anti) #9

We’re in the process of re-tuning all maps towards a 10-15 min length, what you’re seeing is a first go at this for Whitechapel, it’s likely to change more before we ship.

As somebody who prefers small team comp play I can’t say I enjoy it much myself and like strychzilla said I doubted this map would ever work for comp play even before the changes because of the single route focus, but we don’t need all maps to work for comp nor should we be aiming for that. There are players out there that very much like the tight, high focus maps (see TF2 payload, CoD’s Nuketown) and we do need some variety.


(acQu) #10

Can you please add a tunnel at the first stage of the map, a side route? I really liked Whitechapel from the start for its visuals and style, but the structure was always way too linear and unplayable in pubs. You should really add a side route (jup i repeat myself :slight_smile: but i really think it could be totally awesome and help the map with the problem of playercongestion).

I wouldn’t drop Whitechapel totally, it just needs a total rework imo, to make it less linear. This is where sideroutes come in :slight_smile:


(attack) #11

[QUOTE=Anti;473658]We’re in the process of re-tuning all maps towards a 10-15 min length, what you’re seeing is a first go at this for Whitechapel, it’s likely to change more before we ship.

As somebody who prefers small team comp play I can’t say I enjoy it much myself and like strychzilla said I doubted this map would ever work for comp play even before the changes because of the single route focus, but we don’t need all maps to work for comp nor should we be aiming for that. There are players out there that very much like the tight, high focus maps (see TF2 payload, CoD’s Nuketown) and we do need some variety.[/QUOTE]

agree it never worked :/.
but i dont believe that the changes where good changes .
it feels rly like a tank escort only mission


(montheponies) #12

Just downloading so not played yet, but the obj run at the end of whitechapel just felt like a token gesture - it’s not a doc run when you pick the obj up and take it 30ft…doc running is still a terrible mechanic at the moment, having to manually pick up and multiples of them at that…gah.


(Glottis-3D) #13

rly, why we even pick up them manually? not good.


(attack) #14

i think camden doc run is fine


(acQu) #15

Doc runs are generally lame to us ET players i think, so i am so not sad that they are gone now on Whitechapel :smiley:


(acutepuppy) #16

:confused: I just thought things should have been tuned up to be faster…

-One data core further back with a longer transmission time
-Larger EV assist area
-EV moving forward based on checkpoints or line-of-sight

Not just drop half the map… and keep the “stand next to the vehicle, run away when airstrikes (with no hard counter) disable it, lemming repair, repeat” part.


(INF3RN0) #17

The worst thing about the EV maps is that even though they have a main road and usually two side routes, everything is so cramped and in such close proximity that it feels chaotic.


(Hundopercent) #18

I think the spawn system causes more of the chaotic feeling than anything else, especially when it’s 8v8.


(shaftz0r) #19

lolwut? doc runs were a big part of et. its the escort missions that everyone hated


(acQu) #20

I mean in the world of xT it feels lame. Because of the limited mov system.