The new Whitechapel... c'mon guys


(Kl3ppy) #41

After playing a couple of rounds, I have to say this map is pure bull**** in the current state and needs to be changed. Bring back the old version!


(attack) #42

and the old version is good?


(trickykungfu) #43

why bother about Whitechapel and London Bridge? They should invest their time in new maps.


(.N.E.R.D.) #44

I say get rid of the ev !!! :slight_smile:


(trickykungfu) #45

never thought about that but it could work for whitechapel XD


(Kl3ppy) #46

No, not good but it was better than that BS we have right now :wink:


(FireWater) #47

I really like the doc runs in white chapel please bring them back


(fragon89) #48

best part of the map


(attack) #49

well the last docrun wasnt rly good


(acQu) #50

I find it pretty sad actually that the doc runs on Whitechapel, no matter which of the two, were considered a good mechanic. I think if any, then the 2nd was better, because it included a bit more drama and made defenders get more chances in returning them. But the 1st doc run? Comon guys, this can’t be serious O-o It is like a 5 meter run through one entrance, namely the church entrance, to the EV. Everything is so small and tiny and … if you had not seen the doc runs of W:ET, then i can understand it sort of. It seems with a matter of time people get used to just everything …

But i always liked Whitechapel for its nice atmosphere and visuals. But the doc runs were … + yeah, the structure needs to be fundamentally changed. But Whitechapel is not the only map with structure problems.


(Mustang) #51

If you’re looking to speed the map up then the initial EV repair should be at the same rate as it is the rest of the time.


(attack) #52

[QUOTE=acQu;475669]I find it pretty sad actually that the doc runs on Whitechapel, no matter which of the two, were considered a good mechanic. I think if any, then the 2nd was better, because it included a bit more drama and made defenders get more chances in returning them. But the 1st doc run? Comon guys, this can’t be serious O-o It is like a 5 meter run through one entrance, namely the church entrance, to the EV. Everything is so small and tiny and … if you had not seen the doc runs of W:ET, then i can understand it sort of. It seems with a matter of time people get used to just everything …

But i always liked Whitechapel for its nice atmosphere and visuals. But the doc runs were … + yeah, the structure needs to be fundamentally changed. But Whitechapel is not the only map with structure problems.[/QUOTE]

as more i play drafts as more am i sure that the spawnpoints are much to close togehter. i miss the old et days where you have wait 10 secs to push,only to get the enemy team full.now its like a massaker.
camden is cool it needs teamwork.
but whitechapel is pure spam all throw their abilities on the tank and the reapiring people.
the speed of the tank is unbalanced it should be faster with one guy and not be an hovercraft with 3+ :smiley:


(biggyyyb) #53

I think the main issue is the analysis of Echo data against the differing game modes and overall design intent for each map.

  1. Progressive, campaign maps
  • As Anti pointed out, very linear, mostly single path, clear/single primary objective at each stage. Echo used to even out the action areas.
  1. Stopwatch, competition focused maps
  • This is where Echo needs to be used in a different way. There should be clear hot spots/choke points etc. this is what makes stopwatch/competitive maps work. What really needs to be examined closely is the average travel time between choke points and objectives. Get it wrong (e.g. attacking/defensive players should not arrive at the objective or choke points on long spawn).
  1. DM/TDM, cluster maps
  • Maps in general are a lot smaller, players should feel like they are in the action at all times or only a few seconds (<10 sec) travel time to get into the action. Casual public gamers love these sorts of maps because whilst they might not appeal to competitive gamers for long periods, casual gamers love clustered maps (BF3 Metro is a great example).

I think if you try and just use Echo for evening out the action areas on all maps it will actually have a negative affect overall and remove any sort of intensity in certain areas. Think of the great maps from different games, there was usually always one or two key sections of the map that everyone really enjoyed/looked forward to (or from a competitive sense, hated when playing against strong opponents or opponents that had the momentum!).