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!





