(Waterloo) adding some little things in gameplay ?


(rookie1) #1

to add some interactive stuffs in Wtlo
Was thinking if the wall was like open by default at start an DEF would had to close it in the beginning ,wouldnt change much in the game, just adding some specialness.

also if the escalor where the PDA is could be made to be running
-upstair switch to make run go down ,donwstairs switch to run it up

that coud make a little fun in there and slowdown Attackers a bit


(iwound) #2

Fun! there’s no fun allowed. its not a game. oh hang on.:confused:


(tokamak) #3

I’m still trying to get at what made Siwa Oasis so great.

Yeah the lay out is distantly similar but Waterloo plays in no way similar to Siwa.

Siwa has:

  • Hectic street fighting in the first phase
  • Mind-bending strategic games before the first wall is blown. Games that still linger on when some smart-ass nazi finds his way into that closed room upstairs.
  • Highly appealing secondary route, worth building and worth blowing up. The only thing that could be better is a faster rise and fall of the water which could easily trap or free people.
  • The entrance to the fortress was a fun fight. Mostly because attackers could exert power from their balcony.
  • A covert sneaking into the fortress and messing up **** was one of the most thrilling things to do. Especially because you could mess up so much.

So there, Waterloo doesn’t come near these perks.


(viruzz.) #4

[QUOTE=tokamak;457370]I’m still trying to get at what made Siwa Oasis so great.

Yeah the lay out is distantly similar but Waterloo plays in no way similar to Siwa.

Siwa has:

  • Hectic street fighting in the first phase
  • Mind-bending strategic games before the first wall is blown. Games that still linger on when some smart-ass nazi finds his way into that closed room upstairs.
  • Highly appealing secondary route, worth building and worth blowing up. The only thing that could be better is a faster rise and fall of the water which could easily trap or free people.
  • The entrance to the fortress was a fun fight. Mostly because attackers could exert power from their balcony.
  • A covert sneaking into the fortress and messing up **** was one of the most thrilling things to do. Especially because you could mess up so much.

So there, Waterloo doesn’t come near these perks.[/QUOTE]

This guy is a hero.
Sharing your opinion in every possible way here.


(ailmanki) #5

[QUOTE=tokamak;457370]I’m still trying to get at what made Siwa Oasis so great.

Yeah the lay out is distantly similar but Waterloo plays in no way similar to Siwa.

Siwa has:

  • Hectic street fighting in the first phase
  • Mind-bending strategic games before the first wall is blown. Games that still linger on when some smart-ass nazi finds his way into that closed room upstairs.
  • Highly appealing secondary route, worth building and worth blowing up. The only thing that could be better is a faster rise and fall of the water which could easily trap or free people.
  • The entrance to the fortress was a fun fight. Mostly because attackers could exert power from their balcony.
  • A covert sneaking into the fortress and messing up **** was one of the most thrilling things to do. Especially because you could mess up so much.

So there, Waterloo doesn’t come near these perks.[/QUOTE]
On first look, it seems like ET and DB have similar size. But I believe in ET the players had been much smaller. As such, a player from DB is like 1.5x the size from ET - that fat he is. So if you apply that to Oasis, you suddenly get less room to move. Feels like one soldier fits in a door in DB, in ET its 2. While in DB you can just walk through each other…
There was lots of discussion about speed, but I feel like in ET I had longer from A to B, unless I could tj or doublejump. So maybe I am completely wrong, will try to get some measurements later; but my feeling is that an ET player had about same speed as in DB, yet the map is larger compared to the playersize. Which results in longer traveltime. E.g. make the player in DB 1.5x smaller, and he will also have to travel 1.5x longer…

The forward spawn, is a thing of splitseconds sometimes. There is also no whole team spawning suddenly at that spawn. Which is a huge difference - tbh I welcome this difference, that capture point and spawn are separated.

The fight in Oasis is over the hole area, there is no “dynamic spawn” system. (well actually there is on some fancy servers, but compared to db its quite different. More to cut off a route where never any firefights happen. And if they would happen, it would indicate very unbalanced teams.)
As such the “front” can move back and forth, which is very interesting. This is not happening in DB. Its more like complete control of an area or none, everything in between is more like chaos. I suppose there are a multitude of reasons for that.

The covert operations, is very hated amongst pubers. Usually people are like, “that was quick” then next says, “thats what she said”.
Reason for that is just the low player count. If you play for ex 6vs6, and enemy team is dead. They normally don’t see what the enemy does - sometimes they do - depends where they died. So its often easy to sneak through with a covert and engi, and end the map. Sure you could say the defenders should had fallen back; but you cannot really expect that on a pub server.
On large server this basically never happens. Attackers need usually to gain complete control of an area, before they can move further. As there are defenders on the balcony, some engineers preparing mines on the other side, mortars on the other side and so on. So there the covert merely gets through and manages to kill the mortar guy if any…

For the last stage of the map, the defenders spawn like inside. And the attackers get in from outside. In Waterloo its quite different. It looks like the attackers have the advantage there, 3 routes to get in, defenders have 2 - while one of the 2 splits up - but those stairs are not really an attacking point, if there is a defender waiting your screwed. This is a very big contrast to Oasis. As said you spawn inside of the fortress, you can choose a spawn on the balcony as well. While the attackers have 2! routes only. Which get into an open area at first. The design is actually the same for Waterloo I notice now while typing - but the spawns are made as such, that once attackers are inside, you will as defender probably not get to those 2 routes the attackers had initially. So you end up having them already inside where they have 3 attack routes.


(tokamak) #6

As such the “front” can move back and forth, which is very interesting. This is not happening in DB. Its more like complete control of an area or none, everything in between is more like chaos. I suppose there are a multitude of reasons for that.

This is a general problem in DB. My two favourite culprits are an underperforming medic and the lack of vertical geometry.

DB has a lot of ‘fake’ Z-axis. There’s a lot of difference in height, sure but it’s never height difference that is relevant during combat. Rarely you see two players firing at each other form different heights. The different levels in the maps rarely overlap or are connected to each other. They all function like separate areas most of the time.

W:ET is entirely different in this regard.