Waterloo Terminus Map Layout Suggestions [With Diagrams + Poll] - Version 19135


(Samurai.) #1

Okay, so for me personally Waterloo Terminus is the least fun map out of them all - i don’t mean to offend the map maker for this, but i just want to help improve the potential of the map that it could have & overall make it a fun map to play.

Poll
Basically to get general feedback on whether people like the current layout as it is and don’t touch it, or whether map layout needs further thought (not saying use my suggestions but in general could have a much better layout/design - add own comments & suggestions).

Problems with the current map from my eyes:

  • First objective is fairly restrictive / narrow in where it allows players to go.
  • Defence spawn location is too conveniently placed next to the obj = easy diffusing unless spawn is captured - even then it is still fairly easy.
  • First Spawn capture point is right in front of the main obj -> concentrating everyone here, capture point needs to be in a side location away from main obj but still reasonable proximity to access for both teams.
  • There is no 2nd spawn capture point
  • The 2nd / 3rd objective are located basically on top of each other = little map flow/progression to a new environment.
  • The 3rd objective is split into two C4 obj’s that are next to each other, they need to be divided further apart to split the defense & offence to concentrate on a particular objective.
  • Overall there are so many locations/rooms in this map that are exposed in TDM but in obj/sw mode are closed off.

A few solutions via diagrams: - Ideally would’ve liked to take the SS’s on the TDM server to reveal the locations but wasn’t possible right now so bare with me with these diagrams:

1st Objective - Defense Location




1st objective - Forward Spawn Location


1st objective - Access to the balcony


2nd Objective Relocation + 2nd Objective New Spawn point


3rd Objective - relocation


These are the main layout changes i thought would benefit the map. They are by no means well polished idea’s, plenty of variables to manage and other routes to consider. 1 big thing which i haven’t confronted yet is how the first objective works, i am not fond of this double wall system, but yet to have a solution to provide for this - if you think of any please speak up, comment, give feedback, provide your own diagrams and suggestions for making this map more fun and interesting to play!


(zeroooo) #2

[QUOTE=Samurai.;443863]Okay, so for me personally Waterloo Terminus is the least fun map out of them all - i don’t mean to offend the map maker for this, but i just want to help improve the potential of the map that it could have & overall make it a fun map to play.

Poll
Basically to get general feedback on whether people like the current layout as it is and don’t touch it, or whether map layout needs further thought (not saying use my suggestions but in general could have a much better layout/design - add own comments & suggestions).

Problems with the current map from my eyes:

  • First objective is fairly restrictive / narrow in where it allows players to go.
  • Defence spawn location is too conveniently placed next to the obj = easy diffusing unless spawn is captured - even then it is still fairly easy.
  • First Spawn capture point is right in front of the main obj -> concentrating everyone here, capture point needs to be in a side location away from main obj but still reasonable proximity to access for both teams.
  • There is no 2nd spawn capture point
  • The 2nd / 3rd objective are located basically on top of each other = little map flow/progression to a new environment.
  • The 3rd objective is split into two C4 obj’s that are next to each other, they need to be divided further apart to split the defense & offence to concentrate on a particular objective.
  • Overall there are so many locations/rooms in this map that are exposed in TDM but in obj/sw mode are closed off.

A few solutions via diagrams: - Ideally would’ve liked to take the SS’s on the TDM server to reveal the locations but wasn’t possible right now so bare with me with these diagrams:

1st Objective - Defense Location




1st objective - Forward Spawn Location


1st objective - Access to the balcony


2nd Objective Relocation + 2nd Objective New Spawn point


3rd Objective - relocation


These are the main layout changes i thought would benefit the map. They are by no means well polished idea’s, plenty of variables to manage and other routes to consider. 1 big thing which i haven’t confronted yet is how the first objective works, i am not fond of this double wall system, but yet to have a solution to provide for this - if you think of any please speak up, comment, give feedback, provide your own diagrams and suggestions for making this map more fun and interesting to play![/QUOTE]

nice ideas samurai, but SD would make the map fine if they do it like you want it.

that wouldnt match with the concept of the other maps xDD


(iwound) #3

i prefer the last version with 2 targets on each c4 objective and its layout all over. pretty much perfect. no vote option!
The current version is just not as fun as the last version.
because now everyone knows where the plants are. in just 1 place. so it went from 4 possibilities to just one.

the extra tunnel in-between the 2 areas is a nice addition as its still possible for a hold here but not too long.


(INF3RN0) #4

I’d like to see forward spawns and side objs added to all existing maps. Having two selectable spawn points would be even better. The maps generally involve running straight to the objective and that’s about it. Also WL gas terminals are completely pointless side objs with their locations being so defensively biased.


(Kendle) #5

+1 for all those changes Samurai, looks like a much better version than what we currently have.

I particularly like the idea of splitting the final 2 C4 plants, at the moment it’s too easy to defend both, or if attack can clear the area defend both against getting defused. I like the idea of having the forward spawn capture point somewhere else, it really makes a difference if you can get it, but it’s so hard to take being exposed and right in the middle of where defence would group to defend the main objective anyway.

I do like the double walls though. Assuming everyone by now has worked out you blow both at the same time by planting in-between them, the outer wall provides cover for the Soldier and choke points to defend the plant.


(j4b) #6

Your paint skills are terrible :>


(Mustang) #7

Photoshop CS6, not paint. :smiley: