Too many obstacles on London Bridge and other maps?


(k0k0nat) #1

For me it feels like they are way too many obstacles on the maps.

Take london bridge for example, because it feels like its overloaded: Cars, Baricades, Stairs, different heights, bushes, grids, latern and a LOT of angled rooms. Feels like a labyrinth sometimes.

My movement/positioning may not be the best but a load of times I was killed because enemies suprised me and jumping out of 3 different directions and hiding behind this huge variety of obstacles. Felt like a suprise party where clowns jumped out of cakes :smiley: ( Part behind the first barricade )

Also, the “skill, aiming” whatever suffers from this, because I dont feel like i can enhance my aiming/movement etc. when its just a matter of positioning behind the best object for this moment.

Would you guys agree, or do you have different thoughts on this?


(INF3RN0) #2

I like verticals, stairs, and cover objects. However there is an excess of useless objects that add clutter. Anything that is placed directly in the environment should be there for a purpose other than to take up space or randomly be bumped into. I always liked it when the artistic objects were adapted to serve a purpose and then on top of that we could interact with them- like being able to jump smoothly on/over them, etc. It got better the last time they went through and addressed the issue.


(Jonny_Hex) #3

Needs another clutter pass. Cleaning the streets FTW!


(iwound) #4

But leave the rats. We love the rats. infact moar rats.

re the clutter i agree the items must be useful. so bollards are out. i keep banging my nads on them.


(BomBaKlaK) #5

yeah nice one ! that’s really needed :stuck_out_tongue:


(Nail) #6

need a vid of Wall-E scoopin it up


(tokamak) #7

Can’t you give the clutter false caulk hulls that are smaller and smoother? Nobody minds a bit of clipping into the scenery as a result. A small anti-parking pole on the street doesn’t need to block a player entirely. It could be a soft bump or just ignored altogether. It keeps the visuals but players don’t constantly get stuck on it.


(Jonny_Hex) #8

In some cases, absolutely (all small parking poles in LB have no player collision now, for example). We have to be careful though, because if we do that on larger objects you’ll be able hide mines inside them, and that’s not good. Please don’t hesitate to continue to post specific collision issues with screenshots so we can address each problem on a case by case basis. They’re generally really quick, easy fixes, but catching them all can be difficult, so being specific is the best way to help us address the issues.


(j4b) #9

I know at least 1 alphatester who will do this in great delight.


(scre4m.) #10

I have no idea what guy you are talking about … but it might be the same guy sitting in the container near defenders’ spawn on Waterloo all the time.

… I really can’t remember his name. Can someone help me out?


(Rex) #11

[QUOTE=scre4m.;445412]I have no idea what guy you are talking about … but it might be the same guy sitting in the container near defenders’ spawn on Waterloo all the time.

… I really can’t remember his name. Can someone help me out?[/QUOTE]

Who on earth is that guy? :confused:


(scre4m.) #12

Oh there he is. Hi@ Mr.ContainerCamper


(tokamak) #13

I will post some parts that have really irked me. I finally get to the point where I have more time on my hands to devote to this game.

If I remember correctly from my days wrestling with UED you can specify whether the caulk applies to players or specific objects. Essentially giving you multiple caulks for different purposes. Back in the old UED it was really crude, I’m sure it’s gotten more advanced and giving the author more fidelity in what passes through and what not.