Waterloo alternate paths suggestion


(RasteRayzeR) #1

I’d be curious to have a path from here :


To here for the defense.


Also I believe there misses a path for the first stage of defense spawn, maybe on the side of the offices there could be a new path ?

Just some suggestions I think could avoid a bit of meat grinding :smiley:


(trickykungfu) #2

nice! like it


(Glottis-3D) #3

ok, first part first.

i dont like how defs rape attakers right after the spawn location. i think attackers need another safer way to the office. preferably one-way.
like this one:




this is a fall from height way - so only attackers can use it naturally.

also i dont like how the office exit is the only exit for both the escalator guys and usual office-guys (pipes etc).

so i suggest to make this second exit (also the OLD exit is also fine with me, though it can seem to easy for attackers)



i think this exit doesnt give the attackes a too easy way for plant (like the OLD path did) but it surely can halp for take the spawn unexpectedly.


(Glottis-3D) #4

2nd Object.

How about making the last object a Delivery? like in supply depot.

The Balcony gets a Button, that opens up the container.
And the Milk-Jar has to be delivered to the COntainer.

-Container has to be moved further (and probably not in current area.) so that probably means the whole escalator+balcony need to be moved to current container area. and the actual container goes on the other side.
-Balcony needs a glass wall with windows
-The distance from def spawn to the Button and to the COntainer has to be almost the same.

OR.

Giev the old hack Object back (less hack time) =))


(Glottis-3D) #5

So what will happen to waterloo? It was a nice map a year ago. =(


(zeroooo) #6

the path from def spawn at first obj needs to get opened! to get beind the wal and to get alternative ways to attack, also planting from the backside would be cool


(Glottis-3D) #7

agreed.
++++


(Violator) #8

Backplanting doesn’t make any sense - why blow wall if you can just go around it?

Would be nice to open up some of those blocked off routes again though and delinearise the thing.


(Glottis-3D) #9

[QUOTE=Violator;494665]Backplanting doesn’t make any sense - why blow wall if you can just go around it?

Would be nice to open up some of those blocked off routes again though and delinearise the thing.[/QUOTE]

now, that you said this, i got confused… :]


(Violator) #10

What I meant was backplanting only makes sense if its an EV objective otherwise why bother with the wall at all and just go for the containers (from a story point of view)? Its pretty easy to get over the wall now anyway currently via walljumping though - http://forums.warchest.com/showthread.php/39890-Wall-Jumping-To-Forward-Area. Thankfully you can’t blow the containers.


(Glottis-3D) #11

i got what you meant - and i agree. logic of the object.
that explains why SD removed the van from the left window. (introduced some patches ago)

mb instead of the door, we will blow something else? that doesnt demand such strict rules to the map layout.


(Violator) #12

The van removal was a good move - it was way too easy to camp the courtyard area for defense even before losing the forward spawn as well as the issues with bypassing the wall. In the original W:ET Oasis which this map is based on there was the covert door which allowed for some backplanting + you could trickjump over the wall via the forward spawn side though I don’t think this was intentional.

I think its fine to allow balcony access to attack via trickjump as long as you can’t get behind the wall and into the 2nd objective. Maybe blowing the door opens up other routes to the 2nd objective area:

Green = trickjump allowed area
Red = out of bounds until wall blown
Yellow = containers allowing trickjump access
Black = wall
Blue = plant area


Would need to ensure that the green area doesn’t help spawncamp defense (prior to forward spawn). Maybe trickjump is only allowed when forward spawn capped but would have to make it obvious somehow. Defense can currently hole up in the room behind the balcony with healing stations and medics who are unhittable.


(Ashog) #13

I want the hack balcony objective back :frowning:

Was the best part.


(Glottis-3D) #14

[QUOTE=Ashog;494748]I want the hack balcony objective back :frowning:

Was the best part.[/QUOTE]

=(((((((((( me sad


(Tandem) #15

[QUOTE=Ashog;494748]I want the hack balcony objective back :frowning:

Was the best part.[/QUOTE]

Joined too late to see this version. (
I like the alternate route ideas for both off and def

Regarding Forward:

Spawn at actual “flag”,
-or- move “flag” back where ppl are spawning atm.

Wherever fwd-flag may be, attackers should spawn right on top of it.