[quote=stealth6;430014]nope, just think db need some more character.[/quote]
White Chapel Feedback
Has the crazy brightness of the spotlights been mentioned? Those things are blinding…
Currently i think the only area of issues with this level are the construction site and the amount of objectives, and the chapel area.
My feeling is gameplay in the chapel area has gotten worse. even though it appears access for defence has improved and no easy route for attack to get behind enemy lines. getting inside for defence is harder now. maybe a side effect of blocking the exit in the chapel to the defence side has forced more attackers to stay in the chapel and easily winning that area for them because now it is harder for defence to enter. the new position for the cores looks logical but somehow isnt helping maybe due to what i said above. an echo comparison of before and after might show an attack hot zone built up of attackers not dying.
im hopeful a spawn wave could rectify this but that is still some time off.
i would prefer a normal door entrance for defence like the front door. also this area is still bugged because you can still enter before the chapel is open.
i still feel its cramped in there due as always to clutter in the play area.
im going to suggest something radical here.
Firstly create 2 doors for defence to enter as big as the front door, 1 at the side and 1 where the original one is now. This will give an easier access for defence and let the attack flow into this area with a lower life expectancy will ease the pressure slightly in the chapel. atm you have very tight entrances which give no view to the defender coming in. bigger door>better view>less opportunity for an attacker to lay in wait. more fighting instead of camping. im not even sure the defence balcony is of any use.
[Radical bit]
Then delete all the stuff in the chapel thats used for cover ie boxes barrels curtains. as in the pic.
This will give a good view of each other but still allows cover (the pillars). we dont need all that stuff and it just gets in the way.
We may need an odd block here and there but a start from scratch were these are concerned might help players evaluate this area and suggest any cover, if any.
and the construction sight. too many objectives, hud clutter. someone else suggested one lift lever which is a good idea. the current system feels like a way of spreading the players when there isnt a need to.
Do you want players to work together to achieve one goal or do you want them randomly running in different directions.
Having played a few games the last couple of days, the first objective is still too easy to control for defense and most games got bogged down there, mainly if they gain control of the garage behind the EV (this was with fairly even teams, and coming from both perspectives). This combined with the bell foundry balcony, the bridge MG + the bridge exit makes it tough times for attackers. The little window overlooking the garage helps a bit (though you can’t actually cover or see the engies repairing behind the EV due to the garage door mechanism) but its too easy for def to camp behind the side door, with reinforcements from the stairs / balcony if needed. Att are then penned into their spawn. While the stairs have made it better for att to progress once the EV is repaired, I feel its having a negative effect beforehand. The metal railings next to the side door there also give too much cover. If that area was opened up a bit more then we’d have great gunfights there but it wouldn’t become such a camp-fest. Also perhaps giving att another way into the garage would help.
tl;dr -
Give att another way into the garage, e.g. via the little window balcony (1 way trip).
Reduce size of garage door mechanism so that rear of EV isn’t blocked from the garage window.
Open up are around garage side door to minimise spawn/EV camping.
EDIT: the other issue is the EV build obj is in direct line of sight between the balcony and the main spawn exit. I think this is contributing a lot to the current camping issues.
I hope we see more done with WC. No mapper ever likes to hear that their creation is the least favorable one in the game. The potential is there, but we need some drastic additions to give feedback on.
Tried the new back route on the last objective and immediately saw the jumps. very nice.
Gives another route. Only had a chance to try a few times. But nice.
Are we likely to get any fencing for the back route on the last objective.
its impossible to make it with the jug this way.
but if you had some occasional side cover for the overhead route then teammates might be encouraged to move across together. reminds me of Donnovans Retake of the Andes with his overhead runways.
atm its mainly used for mad fun suicide runs but no actual use for making progress unless you get a sneaky mine in somewhere useful.
if you got 2 or 3 moving across there hiding behind cover and making little dashes to the next cover it might flesh out that route. im thinking about 50-50 or 60% gaps - 40% cover.
i would definitely like to see more players using this route hopefully together as a team.
Took gimp and drew some up some ideas i had with the layout on first stage of the map. Main ideas: block out certain areas, add a tunnel, add a lever, widen the map for the tunnel. The way to the lever is entirely optional, it could be anywhere near the church, but also way back from where the EV spawns.
What you think. Good? It would imo certainly add a bit more variety in first stage and maybe spread gameplay a bit.
the problem you will have is taking players away from the objective.
there is a route where you have your tunnel, its just has an exit lower down so as to be useful.
i had asked for a tunnel there a while back. but it would only be relevant if the EV is very near the chapel and attack spawn was still at the garage.
but with the ev deployment area quite near the tunnel its not needed as it is.
and having the tunnel too early will end in defence getting pushed back early on with an ev free ride.
of course you could make the ev deploy later but blast a hole while moving up the street thus allow better access or choices.
The purpose of the tunnel is to spread gameplay just slightly to avoid this meatgrinder situation in the first stage with a too linear frontline:
The tunnel could have more exits and maybe the building could be made accessible a bit further. I think it is worth a try 
I would place spawns of defenders a bit further away also, and open up the building beside it.








