White Chapel Feedback


(MrEd) #61

I was just in London Bridge irl, which is currently covered in construction work, while there was a torrential downpour going on. My fiance was running for cover but I found myself just looking around thinking, ‘that’s interesting how the street lamp lights up the wet, billowing poly sheeting on the scaffolding.’

I need to play less DB and get out more :wink:


(rookie1) #62

[QUOTE=MrEd;416475]I was just in London Bridge irl, which is currently covered in construction work, while there was a torrential downpour going on. My fiance was running for cover but I found myself just looking around thinking, ‘that’s interesting how the street lamp lights up the wet, billowing poly sheeting on the scaffolding.’

I need to play less DB and get out more ;-)[/QUOTE]

Haha !
we will see soon you fiance somewhere on a wall poster or as a grafiti I bet ! :stuck_out_tongue:


(Fishbus) #63

Hey, Folks

Great to see the feedback on the map, this is an opportunity we want to give to you the players. To help shape levels through the many stages of development.

It’s good to know, as Mr. Ed stated, that all maps go through a certain pipeline, there are times where some people cannot work on it as others are doing their work undisturbed. A side affect that usually occurs is that it will create many situations where the level goes between phases of enjoyment, fidelity and performance for the players.

We hope to get to the point in the new year, once we are all back from festivities, to be transparent in what the levels are up to, whether it’s detailed change-logs with breakdowns of decisions, whether a section is to experiment with a new feature and to adapt to iterations in gameplay. On top of this we’d love to show you stats, heatmaps and other forms of data we’re using to help drive these level/gameplay choices made previously and in the future.

It will be good to know that already some of the suggestions have been taken and acted upon. Others, though, may require a little more time to let assets and new geometry settle in (or be made!) before further changes can be made to them so suddenly. I hope everyone can understand that the peaks and troughs of ones enjoyment in levels will be something players will come to expect and also respect while they are in full-on production; and that people who care as much as we do, can work with us to steer it in the right direction!

Cheers! :slight_smile:


(Bananas) #64

[QUOTE=Fishbus;416503]Blah blah blah. I love bananas.[/QUOTE]Sounds like cool stuff. I will be interested in hearing the devs thoughts on maps more. Also heatmaps and stats sound fun to see. Look forward to some of this stuff.

Have a good holiday, Fishbush!


(Fishbus) #65

I may be on holiday, but it aint gonna stop me from moseying around the DB servers and posting here!! :wink:


(Exedore) #66

We can fix that holiday thing for you too!
:flamethrower:


(rookie1) #67

[QUOTE=Fishbus;416503]Hey, Folks

Great to see the feedback on the map, this is an opportunity we want to give to you the players. To help shape levels through the many stages of development.

It’s good to know, as Mr. Ed stated, that all maps go through a certain pipeline, there are times where some people cannot work on it as others are doing their work undisturbed. A side affect that usually occurs is that it will create many situations where the level goes between phases of enjoyment, fidelity and performance for the players.

We hope to get to the point in the new year, once we are all back from festivities, to be transparent in what the levels are up to, whether it’s detailed change-logs with breakdowns of decisions, whether a section is to experiment with a new feature and to adapt to iterations in gameplay. On top of this we’d love to show you stats, heatmaps and other forms of data we’re using to help drive these level/gameplay choices made previously and in the future.

It will be good to know that already some of the suggestions have been taken and acted upon. Others, though, may require a little more time to let assets and new geometry settle in (or be made!) before further changes can be made to them so suddenly. I hope everyone can understand that the peaks and troughs of ones enjoyment in levels will be something players will come to expect and also respect while they are in full-on production; and that people who care as much as we do, can work with us to steer it in the right direction!

Cheers! :)[/QUOTE]
Roger That !
Thanks to let us know …its making us know opinions is read and analized and you’re working hard on DB


(INF3RN0) #68

Wider is better, but there’s a lot more to be done :wink:. I like the rework of the last obj, but it’s still a fairly quick run.


(DarkangelUK) #69

I noticed when the EV parks up for the chapel section of the map, the offence can now jump over the wall and get to the defense spawn… is this intentional? Also on the last section, there’s a fairly easy way out of he map boundary… you can also jump into the final delivery point without the wall being blown.


(iwound) #70

great de-cluttering, has been an improvement. but this level is still one long route ending in a lemming run. way too much data core delivery action.
is it 6 & 3 atm so 9 collect and deliver.


(warbie) #71

Still when I play this map it feels like the road should be twice as wide and the chapel interior about 4 times the size. I’m not sure how the construction area will work as it’s a bit of a tiny maze.


(Loffy) #72

Yes, agree. The church room with those canisters should to become larger. (And brighter.)


(Ashog) #73

[QUOTE=iwound;421991]great de-cluttering, has been an improvement. but this level is still one long route ending in a lemming run. way too much data core delivery action.
is it 6 & 3 atm so 9 collect and deliver.[/QUOTE]
Just imagine that you are carrying the brains :slight_smile:


(iwound) #74

that just reminded me of chris’s map inject the chicken. same type of objective but oh was it fun.

make it partly indoors at the end with a few entrances, like on LB, with only 1 core at a time. with a giant chicken at the end. solved
the chicken obviously mutated in the radiation instead of just cooking.
and instead of just drop off, you have to f-key to install/transmit whatever.

youll get more playing together for the end goal.


(Scrupus) #75

Haven’t had the time to test the new whitechapel yet, but just some comments on the datacores/cells:

Like iwound I would really like to see transmit/inject objectives back, they where great! Oh my strogg, all the fun we had with meat shields and desperate retransmits on andes last objective, the maridia chicken, the island and databrain transmits - great memories :slight_smile:

About the amount of cells, maybe this could be changed by some server side cvar so admins can customize their servers a bit, for smaller quick match servers vs total chaos servers. Some like it quick, some like it hot.


(Ashog) #76

Yeah, totally agree, the non-immediate transmits were loads of fun and tense moments!


(tokamak) #77

They were my favourite as well. So much drama.


(iwound) #78

just wondering if spawn cap would help at least the first section. heres one suggestion. (old overhead btw)


atm defense is given a free forward spawn for getting the EV a certain distance.
but what if instead we had to fight for a forward spawn. now before you shout heretic. consider the pic and the 3 xs are spawns fixed until the central one inside is capped by attack.

id like this partly so the further i push the EV the more it falls into the hands of the enemy. now we all get moved along automatically.
also it gives teams an actual decision to make, concentrate on defending the EV or spread it over the flag and EV.
as an attacker lookout for a defense spread too thinly and hit at a weakest point but knowing a flag cap would give a huge boost.

thinking about it where are they on London Bridge aswell. i know its goldrush but there is one auto move up after barrier one. we all just seem to get moved along whereas a capturable spawn adds just so much.

:stroggflag:


(rookie1) #79

would be curious to see echo on this map…seem to have many hard spots …been stuck from advencing at our spawn point as attacker once ,sometime attacker often seem to win …idk cant say what the problem …must be hard to analize this map


(Apples) #80

I think the map is a tad too much defensive biaised, so even a minor stacked team on defense would hold the attackers at first spawn easily, I would make the way from spawn to EV (very first portion) more linear vertically wise but also with more cover, so even if the defense have some great sports (they have the higher grounds at start very quickly), at least attack can still cover and try some pushes.

once the bridge is passed by EV then the map become more “easy” for attackers, the chapel itself should be resized to be bigger end only 2 entrances for attackers, now it is just a spamfest into tiny spaces and it add nothing to the map sadly, while it should be one of a keypoint in it. I want to see actual combat going in the church, not just “rush in, plop some nades and rush for obj, get it or dye trying, rince and repeat”, another solution would be that the defenders should be able to defend in front of the church, with some cover added, and not be forced to defend inside, this way you can focus the combat in front / a bit in the church and keep the objectives inside, it might be too hard for the attackers I dont know, this need to be tested, if the first phase become less defense biased the general flow of the maps can still be good, I feel like this map can lend to many double full hold in comp, and full hold at spawn in pub, and noone want that.

The third part is my favourite with the elevator thingy, although it is freakingly slow its the part of the map where actual good fights occur IMO, many cover with a mix of cqc and still some room for long distance domination by both teams, I like it.

Final part is (to me) just a total carnage where no solid defense can be set because the obj and the delivery point are too close together, it’s just chaos and spam all the way because the whole players are battling in a really tiny space with a lot of covers, so random nades / airstrikes can weep out the whole enemy team in one or two lucky blows.

Well to me this is the least balanced map of all, and the flow seems kinda broken, well, maybe not broken but its easily broken by a little unbalance in the teams, and to me that shows that many things are still wrong.