Vio's map moaning post


(Violator) #1

Some general feedback on the current maps:

Terminal

Blowing the pump usually means GG for defenders. Attack now only have the one route (main courtyard) where they will usually get spawncamped. (There is the bug where the gas remains when pump built so its not always obvious that is safe).
Capping the forward spawn usually means gate blown. Its nigh on impossible to get in and defuse (don’t think I’ve seen it done).
Last obj - def need a third proper exit, too easy to contain.
Would like to see the hack objective (corridor) brought back (or some hack objectives in general as a change from bombs’n’jugs).

Underground
1st obj - way too spammy for more than 4v4.
Map in general is way too linear - each game plays out exactly the same :frowning:
The ‘u-bend’ section is fun to play but over too quickly - add an objective in here?
Last obj - remove the barrier close secondary. GG for attackers once this has been closed as its too easy to spam the corridor, pick people off trying to jump over the wall / big pipe.
There’s a weird thing with the sound in the last objective - it sounds like the fighting is right next to you but its above you from the previous objective. Needs to be muffled somehow.

Trainyard
1st obj actually is pretty good now. Bomb > capture / hack.
2nd obj gate - takes way too long to destroy and way too easy to rebuild. Doesn’t really give much advantage.
Final obj - one jug would be enough. Its a nice objective but hard yards for attack as defense yet again spawn 1 foot away from the transmit point. It is also very fiddly to find the spot where you can transmit.
The helicopter forms an invisible wall - you can’t shoot over the container at the windows and grenades bounce off the gap between the container and heli.

Whitechapel
For the love of satan please stop defense getting into the attacker initial spawn area (behind the EV garage / wall).
Sick of moaning about this but please fix the final objective defense spawn. Further away from the transmit and more exit options than just one - two wrongs don’t make a right. No map should have to be won by spawncamping the defending team (in pub at least). At least protect the spawn area from airstrikes / snipers.

Dome
1st obj - two objectives is a nice idea, in pub teams are never organised enough to focus on one at a time unfortunately.
Last objective, the secondary gates again are too easy to repair compared to the destroy time, tend to be useful for one push only.
The roof above the left gate is OP. Only way in is to blow the gate (see above). Only way up is the ladder which is easy to camp in relative safety.
This has been mentioned before but the last objective is too easy to defend - def have all the high ground and attack only have the two routes, both covered by MG’s in very favourable positions for defense.

General feedback / summary
With the exception of Dome, the maps feel very tight and linear.
Secondary objectives take too long to destroy, too easy to repair.
Defenders spawn too close to the final objective generally.
Maps are too geared to attackers winning quickly - not all objectives need to be completed in SW. Attackers always get the extra man when teams are odd. Overtime for obj mode.
Bridge is an unplayable slideshow more than 5v5.


(Glottis-3D) #2

[QUOTE=Violator;511803]Some general feedback on the current maps:

Terminal

Blowing the pump usually means GG for defenders. Attack now only have the one route (main courtyard) where they will usually get spawncamped. (There is the bug where the gas remains when pump built so its not always obvious that is safe).
Capping the forward spawn usually means gate blown. Its nigh on impossible to get in and defuse (don’t think I’ve seen it done).
Last obj - def need a third proper exit, too easy to contain.
Would like to see the hack objective (corridor) brought back (or some hack objectives in general as a change from bombs’n’jugs).

[/QUOTE]

agreed.

  1. more space in the 1st object area.
  2. routes to avoid spawncamp
  3. more routes to defuse
  4. hack was better than any other obj on this mappo. wasnt ideal, just needed tweaks.

[QUOTE=Violator;511803]Some general feedback on the current maps:

Underground
1st obj - way too spammy for more than 4v4.
Map in general is way too linear - each game plays out exactly the same :frowning:
The ‘u-bend’ section is fun to play but over too quickly - add an objective in here?
Last obj - remove the barrier close secondary. GG for attackers once this has been closed as its too easy to spam the corridor, pick people off trying to jump over the wall / big pipe.
There’s a weird thing with the sound in the last objective - it sounds like the fighting is right next to you but its above you from the previous objective. Needs to be muffled somehow.
[/QUOTE]

i hate this maps but.
and agree

  1. u-turn is IS most fun part. but still not ideal. the “sideway” is a joke, we need a better sideway. even Brink had better sideways tbh. suggestion: make a room and a corridor inside the wall on that height. and yes an objects would be nice.
  2. last obj barrier not agree on full removal, just make it have less abusive consequenses (barrier close not all the front ways)
  1. i dont like 1st object. it is still very dull in the center. fights in the centarl are bad and annoying.
  2. i like the MG-building layout it is nice mappart. intense and clever.
  3. the dislocation of the 2nd OBJ gate-secondary is bad. it is 5 meters from main obj, why is this? it doesnt help for the map flow. needs layout change, OR another place for this OBJ. put the gate-OBJ to the place where the jars were situated.
  4. final obj - me likey!! but agree. 1 jar is enough.
  5. DEF spawn - move it away but make another route (we dont need another def-rape on spawn, right?)
  1. agreed
  2. agreed
  3. disagreed…joking!! agreed ofc!!!