Thread about too long maps #100


(rUBBEN) #1

Hello,
I really like the Dirty Bomb, and all of my team does. But as it has been said before plenty of times, maps are too long. For exemple, we played some scrims, and ALL THE TIME, without exception, camden town was full-holded by both teams. So there is a real problem there. When, on the last objective, you managed to do the first 3 objectives, you do not have a lot of time to do the last plant. So it is very hard to secure the area, get the plant done, and protect it against 2 spawn waves. If the difference between the two teams is not uber-huge, you can be sure at 80% that it will be holded.
Of course you still can get the win with the stopwatch system, but it is damn frustrating. As Samurai said on our Teamspeak, it might be a problem of spawn times.

London Bridge would be awesome if it ended when the 2 cells are transmitted.

I did not play the other maps to make up my mind about them.

I know this has been said before, but I wanted to push on that point, because it makes the matches really frustrating.

Have a nice day,
rUBBEN


(INF3RN0) #2

/French people


(Mao.) #3

Potty and his joke…


(BomBaKlaK) #4

mouhahahahaha ! So true ! love it :stuck_out_tongue:


(rUBBEN) #5

omg you guys do great jokes. Admins, as you probably aren’t interested by knowing how these people are funny, feel free to lock that topic, just like the other, this forum is going in a very deep poo.


(Wezelkrozum) #6

I’m going into the danger zone here, knowing this thread will end up in flaming. But let me throw in an idea. I don’t know if anybody has come up with it yet.

What about an option within the server for the hoster/admin to define the start stage and end stage of a map? That way you can adjust the overall length of a map to your players wishes without having to for example create a whole new converted custom map (if that’s going to be an option in the future of course) for competitive reasons.


(Nail) #7

only way I see to do that is to have definable forward spawns and settable in server config


(Wezelkrozum) #8

Actually this is what I have in mind. The admin just selects what’s the start and the end of the map. Nothing more, nothing less. It’s just very basic but I think it does suffice.


(rapid_shot) #9

This would make a considerable amount of strain on map makers and server admins (I’m assuming) unless SD does some serious server admin friendly programming. Just seems very improbable. I’m a fan of the longer maps and time for objectives. It’s frustrating, but its all the more satisfying if you ever get it done. This was the charm in ET: face very difficult objective that looks impossible, but solid teamwork almost always prevails. I just don’t like those CoD-like maps that are short with no progression and give you 5 min to do an objective. Plus, shortening London Bridge (aka: Gold Rush Redux) would take away that nostalgic feel!


(Winnie) #10

I don’t understand these comments, they are there to get things done or share reviews ?

Otherwise it would perhaps be interesting to reduce the attack time of maps :

_ accelerate the EV
_ increase defense respawns time for some obj
_ maybe reduce the number of cells to escort / transmit


(INF3RN0) #11

[QUOTE=Winnie;456403]I don’t understand these comments, they are there to make things or share reviews ?
[/QUOTE]

Inside joke from TS :). I don’t disagree though.


(BomBaKlaK) #12

Exactly ! and some are really overreacting to this …


(prophett) #13

I would love to see the the current doc carry objective on LB scrapped and have it a proper doc run from the lab to somewhere toward the end of the map.

Make this the main objective of the map which takes the most amount of time to complete. Having the SUPER-FAST-TURBO EV blow the doors from top of bridge, eliminating the long escort and a barrier, effectively decreasing the map completion time - then we’d be able to focus on a proper doc run objective. It could be reduced to a single objective in this case.

This alternative involves very few structural changes and should be fairly easy to implement. A possible area for the doc secure (see pic below) could be on the second level/upstairs of the last little stretch of road that the EV currently travels on.


This restructured objective would open up so many possibilities;

  • It gives the Defense a chance to recover and open up the possibility of some exciting play - a last second rocket launcher shot from the top of the defense side of the street to kill the guy securing with seconds remaining on the clock.
  • Clutch returns - 5/6 of the defense gets killed with the lone guy finding the hiding doc carrier and killing him for the return, or a 1v3 standoff at the secure point.
  • a lone defender (most likely a self healing, rambo medic) camping the docs at the lab, repeatedly killing the attacker coming to grab, forcing a partial fallback of the spawn camp allowing the D to regain ground.

I think this is some of the excitement missing from current maps. Doc carry objectives, done properly, are so dynamic. The same objective can play out so many different ways, unlike some of the “rails” that feel so forced.

This would make LB the best map in the game (because it’s my suggestion) :slight_smile:


(INF3RN0) #14

It would be one hell of a running game lol, but…


I can see it working without any major map changes, just closing routes and maybe opening up an extra two.


(prophett) #15

[QUOTE=INF3RN0;456519]It would be one hell of a running game lol, but…


I can see it working without any major map changes, just closing routes and maybe opening up an extra two.[/QUOTE]

It wouldn’t be THAT long. You run the same distance each respawn at the final leg of the current EV escort & it’s only a little bit further than the attacker run from the 1st barrier spawn to the lab. The secure area could be closer to the lab, but that might warrant moving the defender spawn a little closer as well. I think the area highlighted in the screenshot is ideal.

Opening up that flank route (perhaps via c4) would also be an improvement, providing it is still possible this late in the maps development :frowning:


(INF3RN0) #16

[QUOTE=prophett;456521]It wouldn’t be THAT long. You run the same distance each respawn at the final leg of the current EV escort & it’s only a little bit further than the attacker run from the 1st barrier spawn to the lab. The secure area could be closer to the lab, but that might warrant moving the defender spawn a little closer as well. I think the area highlighted in the screenshot is ideal.

Opening up that flank route (perhaps via c4) would also be an improvement, proving it is still possible this late in the maps development :([/QUOTE]

True, just went in game to check and it’s really not that bad tbh. I think it would be a fairly easy change to make considering, and it would save the map from being buried in the future. The last part of the EV run is always my least favorite portion, and 25mins just to make it semi-completable hasn’t been very fun. I’d like to see the EV speed buffed a bit and the doc run be the final obj. It would be the first true doc run obj if it were to end up like you proposed, but I doubt we will see anything though. It’s one of the better ideas I’ve seen for it rather than just dumping the whole thing.


(prophett) #17

[quote=prophett;456512] - a last second rocket launcher shot from the top of the defense side of the street to kill the guy securing with seconds remaining on the clock.

  • clutch returns - 5/6 of the defense gets killed with the lone guy finding the hiding doc carrier and killing him for the return, or a 1v3 standoff at the secure point.
    [/quote]

= exciting!


(-iWi-) #18

[QUOTE=INF3RN0;456349]/French people[/QUOTE]:penguin: lol , nice one !


(Kl3ppy) #19

I’ve just found this thread and I have the urge to give some feedback about the maps :wink:

London Bridge
Map is too long or EV is too slow. Also the defenders spawn design is bad, very easy to spawnkill. Transmit stage is also not well designed, when attackers manage to get the objectives it is almost impossible to intercept the transmit process at the EV.

White Chapelle
Map lenght is ok, just make the EV a bit faster and /or the lift. Stealing stage is way to easy, defenders have almost no chance to set up a decent defence, and also at this stage spawnkill is way to easy for attackers. Next stage is also very easy to spawnkill defenders, they just have one way to get to the battlefield, thru the bridge. Last stage is too easy for attackers, carry way is too short, also is the transmit process way too fast.

Waterloo
One of my favorite maps, the captural forward spawn is crucial for the 1st stage, I like this because you have basically 2 objectives at the first stage. 2nd Stage is ok. Last stage, defenders should get an extra route to get to the containers, now the have the right exit and the one under the 2nd Objective. Imo its too easy to kill defenders at this 2 choke points. In this map I have the feeling, that the mountable mg is too powerful. But overall, good map.

Camden
My favorite map, but the 1. objective isnt nice to play. The rest is nice to play, you have different routes for attackers and different height levels for both teams. Side objectives to open/close routes is a nice idea, please give us more of this.


(zeroooo) #20

this is one thing that shocks me totally in the development of the game!

its said since december that the maps are too long!

NOTHING changed

its also said since december that the maps are NOT GOOD - nearly nothing changed


+1 for shifty