Going to work on doing one of these videos for each map. These are not all the jumps in the map but some of the ones I think SD should know about and decide if they want them to stay, make them easier or remove them completely.
White Chapel
Victora
Going to work on doing one of these videos for each map. These are not all the jumps in the map but some of the ones I think SD should know about and decide if they want them to stay, make them easier or remove them completely.
White Chapel
Victora
You must spread some Reputation around before giving it to PixelTwitch again.
The ones that let you get over the wall will probably go (since it breaks narrative and gives you early access to final obj) but the rest are really cool. It’s impressive for a level that hasn’t had a thorough pass for trick jump yets.
some of those need to stay, because they(first 3 jumps and the last one) are very helpfull and they are legit (not breaking the obj-play)
They all seem legit to me, then again I hated that they removed the van under the window, but I also agree they should be slightly easier, by which I mean it’s often invisible clipping and low ceilings that I have problems with.
Overall I think all the maps have horrible collision… such a step back from brink.
I lost track of running speed changes… Pls tell me that the hardcore jumps only work with (former?) light body types like proxy.
Awesome to watch though 
[QUOTE=FireWorks;509929]I lost track of running speed changes… Pls tell me that the hardcore jumps only work with (former?) light body types like proxy.
Awesome to watch though :D[/QUOTE]
These jumps can be done by all the Mercs except long distance jump into the window. That one can only be done with Lights and Mediums.
[QUOTE=PixelTwitch;509904]Going to work on doing one of these videos for each map. These are not all the jumps in the map but some of the ones I think SD should know about and decide if they want them to stay, make them easier or remove them completely.
Victora
//youtu.be/KopErJlZkg0
[/QUOTE]
v.nice
I like the jump over the wall especially - it reminds me of the jump in Oasys. I say keep it - keep ppl on their toes!
The wall jump has to be removed because there is no spawn selection or team doors… I would prefer that it would be kept and map design changed to incorporate it so even if a team is loosing they still have a chance to win till the last minute, but we all know that’s not going to happen.
They do in place and we know about it. There will be passes on fixing this before release.
Actually while on the topic of collision… Any chance we can have the EVs collision moveable mesh based that is calculated client side to prevent collision issues while playing? If you make it a few units bigger then the ev to the front and back and have it as almost a basic cube you can then have it just receive the the current EVs position and then run the move at client tick rate. Should stop us getting stuck and warping on it.
Some really nice jumps and agree with others, I’d keep all of them in - but I guess adding selectable spawns is not on the cards, so some would break the map.
Nice vid! Actually didn’t know about the side balcony one (good spot to defend from).
I would like to see the harder wall jumps remain in BUT to also add a ramp from the initial defender spawn that leads to the street immediately on the other side of the wall. This would allow them to easily send some people back to either intercept the walljumper before a plant is made, or to defuse the plant (container doors are open). It would also enable a full team fallback/regroup behind wall for when a plant is down and the forward spawn has not been captured.
Looking forward to more videos.
just get rid of the DOOR, and make a Generator-that-opens theblablabla for next object.
all the balconies are used 20% of the time. when attacking team captures the spawn but fails to plant in 30 seconds.
and the balconies are realy nice to fight . this is a very good line of defence. and very last one.
Some of these are really cool. I’d just block off access to the last objs until the 1st is completed cuz those balc jumps are quite nifty (unblocked in warmup so people can explore tho). Best part was the slo-mo grunts.
Yep, I’d rather add selectable spawn points (so defence can spawn back to defuse if someone gets over the wall) than stop people getting over the wall. It’s yet another example of something this game lacks. 
I agree. They’re all amazing. What redeems them all is that every single one of them is only highly situational in use.
As for the wall, the only thing that needs to happen is to account for that players can’t proceed straight to the trains and plant the moment the wall is blown. So perhaps closing the little tunnel/waiting area with a door and letting the wall blow a piece through it to open it up would be sufficient.
Everything else, including the shenanigans in areas that attackers can’t reach otherwise, keep it, definitely. Maybe even include side-objectives that allow players to open these spaces up for slower mercs.