First off let me say I am really liking the changes to the layout and how things feel to work on the map. Obviously I still feel a few things could be tweaked and the collision could be cleaned up a bit but for the most part I feel you have the layout working quite well…
The problem is the system around activating the first objective.
Having a capture point that small in the middle makes it really hard to capture the objective due to the hole in the roof and basically the whole shooting gallary feel.
However, if you had the capture point the whole side it just turns out people standing behind the counter and shelves shooting though to the outside meaning its hard for the defenders to clear.
I feel the only REAL way to not have it as a C4/Capture objective would be to make it a hack objective in a capture zone the same size as the original capture zone. It means you can try and avoid fire while in the room behind the counter and shelves (forcing the defenders to come in) but it prevents you really using them points to capture + defender (because thats where the points become a little too strong)
Personally I like the idea of hack objectives that allow you to move but not shoot in quite large areas…
It also semi forces more team work as a solo guy is going to struggle to capture it alone. (I actually assume this is one of the reasons why you removed the hack objectives in the first place). I would also have it so once the hacker has been killed the enemy team (defenders in this case) also have to hack to reduce the progress. Will introduce a little hype and tug of war feeling.
I feel the door that should be opened at the start of the map is the door on the right hand side and not the left near the tunnels. This means the elevator / right hand side (for attackers) is the primary way you would attack and that would then allow the left hand side to be a good flanking route.
Overall I am liking some of the changes to underground and I think its generally going in the right direction.
If I could remove one thing entierly it would be the transistion spawns… I would actually have a forward spawn location in the center of the stairways down towards the second objective rather then having it time based. That area is one of the best fighting zones in the whole game and it feels very underused. infact… I would put the forward spawn location where the elevator comes down next to the stairs.
it should be quite hard to constest back for the defenders but it will increase the time fighting in the best combat area on the map. Win/Win? Obviously it is close to 2 other secondary objectives but I think that can be forgiven… Underground is the Nuketown, Hijacked or Metro 2033 of Dirty Bomb anyway!


