I’d say it was ET’s great gameplay more than anything. Holding the bank in Goldrush was like holding the databrain room in Outskirts.
White Chapel Feedback
[QUOTE=INF3RN0;415655]
Also see this post for additional thoughts. http://forums.warchest.com/showthread.php/33241-White-Chapel-Map-Discussion?p=409784&viewfull=1#post409784
*Make escort lift speed really go much faster when the lift speed objs are built.[/QUOTE]Rooftop access and alternate spawn exit +1.
About the church: I would suggest to make it possible for the defenders to push to the attackers upper balcony (the one opposite of the defenders balcony. Especially now that the attackers has acces to the defenders balcony.)
Nice to see sugestions solutions ;)^^^^lol at Bananas humor drawing
I agree with tokam…inside chapel is so squeezy …specially on the right side stairs …if your are 2 coming from there we step on each other.
the low floor should be more spacy that would feel more confortable
[QUOTE=tokamak;415745]I’m still puzzled by what made the bank stage in Goldrush so incredibly fun and what made the heist in White Chapel so incredibly lousy.
The insides of White Chapel could use an overhaul, that wouldn’t be much asked would it? I’m not entirely sure how, I will get back to that. But all in all it’s a terrible place to fight in.[/QUOTE]
I think it’s the distance. Once you’re past the main doors you’re basically golden. If you die your teammates can easily pick it up.
In Goldrush you’d often have to strafe jump to the truck while enemies are shooting you in the gut. It’s like a race, but when you make it, it feels satisfying.
Another major difference is the size and layout of the chapel itself. In white chapel you can snipe people or shoot people from outside the building, with low risk for yourself. In Goldrush there is a T junction at the entrance to the bank room. Another difference is that due to the size you can easily force the defenders to the other side of the room with a well placed grenade. (and while they switch sides the guy standing outside can get in a few potshots)
The only objectives that are really worthwhile in the chapel atm is the one at back and the one on the far left. Here the attacker really needs to expose himself in order to grab them, while the defender can pick him off from the balcony. The others are too close, or aren’t risky enough imo.
EDIT: After more thinking, I think it’s the distance during which you are at risk of dying. (not just distance)
Could we jump there by the vehicule top
Is there a way to go there and add some spotlight
would it be possible to nest there for sniping
also few lightning strikes here and there would be nice
dont know if this mod (Below)would please ppl
BTW In Waterlo I like the map Art
Sparking wires , waving canvas ,sound effects…small things that make a difference
I’d ask people to consider whether their feedback truly offers constructive criticism before hitting the post button.
2nd objective - Imagine 3 or 4 players choosing soldier3 with GL. Or a team of Soldier1/2s spamming grenades, concussive, and flashbangs. Extremely powerful in both defending the room, and disabling the EV.
3rd objective - The attacking team needs to run one or two decent snipers and a decent soldier, to keep the defending team honest to the point where they question whether they should move out at all to defend the stations. At this point it becomes a simple case of waiting for the EV to be lowered. Its sort of like a dead-zone in the game, where the only action you get is if you spawn camp. The defensive team at this point is supposed to fall back - set up turrets and mines, waiting for this thing to be lowered. But they dont. They eventually lemming out because theres no action.
Conversely if the attacking team doesnt have a decent sniper and soldier, and they opt for more of an engie/medic composition, while the defending team opts for a soldier/medic composition… it can feel like theres no way to break through.
I hope all of this makes sense, and you consider it constructive.
[QUOTE=tokamak;415745]I’m still puzzled by what made the bank stage in Goldrush so incredibly fun and what made the heist in White Chapel so incredibly lousy.
The insides of White Chapel could use an overhaul, that wouldn’t be much asked would it? I’m not entirely sure how, I will get back to that. But all in all it’s a terrible place to fight in.[/QUOTE]
In goldrush there was more going on in different areas than just the bank. The defence had to cover several areas to stop themselves being flanked from behind or being killed while making their way from the spawn, they could also cover the truck from outside because you could still stop the carrier at that point. The chapel is so restrictive, there’s a defence path and an offence path and the only point where you actually meet is inside, so there is nothing else to do but converge in there and let chaos ensue. Both teams are separated by a fence and the EV so there’s not even any travel fighting or a way for the defence to stop the carrier once outside (though the EV is too close for that any way) or for the offence to to set up a defence as it were to hold the defenders off outside the chapel giving the rest of the team time to get the loot out.
About the lift-phase: I see that rookie1 has written “One only lift control” in his screenshot
http://forums.warchest.com/attachment.php?attachmentid=4574&d=1355799361
(See his full post above.)
I have been thinking along these lines, when it comes to the controls that have to be fixed/repaired by the attacking engi. In short, I also suggest that all controls (all the boxes that the engi has to wave her pliers infront) are at one location. I.e. not spread out.
When the controls are spread out, it contributes to that negative chaos-feeling during the lift-phase. I could be wrong ofc, but this is what I think.
I think it’s because there isn’t enough room to swing a cat. This goes for inside and outside. Goldrush had that great area outside the bank to fight in and quite alot more room once inside.
I think the first line here would be to add a corridor from the attackers spawn, behind the chapel, appearing at the rear of the upper contructable, near the long blue thing in the overhead map (is it a bus? Sorry, cant go ingame to check just now).
I think the main problem here is that a single defender can watch both entrances currently for attackers. there needs to be a distinct other way of getting access to split the defending team.
I think the first part of the map is quite okay, the church is a bit spammy, the lift thing is very chaotic and the last one I haven’t quite figured out yet.
About the lift, 3 constructables plus that cover is just too much - it’s really hard to figure out what’s going on, and objective markers everywhere. How about replacing it with a “dead mans button” on the top of that platform (or something), so that enemies have to control the area to move the lift down. And maybe one constructable on the other side of the road to speed up lift so teams get 2 areas to focus on.
I can tell you what:
a) short respawn times
b) cramped gamezone with little space to jump around and strafe, which promotes camping behind corners
[QUOTE=Loffy;415820]About the lift-phase: I see that rookie1 has written “One only lift control” in his screenshot
http://forums.warchest.com/attachment.php?attachmentid=4574&d=1355799361
(See his full post above.)
I have been thinking along these lines, when it comes to the controls that have to be fixed/repaired by the attacking engi. In short, I also suggest that all controls (all the boxes that the engi has to wave her pliers infront) are at one location. I.e. not spread out.
When the controls are spread out, it contributes to that negative chaos-feeling during the lift-phase. I could be wrong ofc, but this is what I think.[/QUOTE]
That one only lift control could be tho a very hard to get one for the attacker…been on upper floor this could be arrange so its wouldnt be an quiet place to be 
Remove some parts of the church roof so i can throw some artillery strikes.
2 rabbits with 1 shot, make church less crowded and the teams will use FOPS more often 
You can make it a side objective or something, “Blow the roof up, is tk time!” 
[QUOTE=Dormamu;416345]Remove some parts of the church roof so i can throw some artillery strikes.
2 rabbits with 1 shot, make church less crowded and the teams will use FOPS more often 
You can make it a side objective or something, “Blow the roof up, is tk time!” :D[/QUOTE]
I had also wondered that if opening the church to a third level and removing some of the roof wouldn’t also provide a good sniper position for the latter objectives.
Talking of which. What is the thinking on making the last two objectives (getting the datacores to the client) more of a CTF type thing? By that I mean that either team can carry the objective/s. If it’s dropped it’ll reset back to the EV but other than that you better keep hold of it or be prepared to fight for it back. Might make up for a slightly quicker EV portion of the game.
Played a PUG last night, and WiKed was shooting us through the fence
It did not feel good.
yeah you can stand at the back and kinda shoot over the top, or stand by the EV jumping up and down and taking popshots. You can also climb up to the 2nd floor above the EV lift and shoot from there.
[QUOTE=Dormamu;416345]Remove some parts of the church roof so i can throw some artillery strikes.
2 rabbits with 1 shot, make church less crowded and the teams will use FOPS more often 
You can make it a side objective or something, “Blow the roof up, is tk time!” :D[/QUOTE]
I really like the idea of an interior courtyard (or roman domus with pillars along the sides) so you can stand under a roof and watch the rain pouring down. Also it would be pretty cool if the rain got heavier as the map progressed. Or adding thunder + lightning after you breach the chapel.





Sparking wires , waving canvas ,sound effects…small things that make a difference