Whitechapel my Edit suggestions.


(iwound) #1


A/ eva further back, some buildings removed. no need for repair start. calmer start. no mad rush to all get in 1 tight street. running start.

B/ hangar for eva to pass through artillary protected just at this point, also varied route to go inside aswell as out.

C/ move buildings further back for more room.mainly the street to at least allow room either side of eva for players to move.also higher routes make roofs with no cover as atm defence can easily pick off attackers as they have way too much cover. if they want high then there has to be a price ie no cover. also for all high positions inc attack. no cover at high point is just a counter to the advantage gained :confused:


D/ remove areas in green to widen street and park eva in this area. will create more room again. defence has a chance to return objective. attack has 2 more routes see F/ below.

E/allow access around the bank for attackers at ground floor(alleyways around it reached by front, right and possible aquduct tunnel.) increase size/room inside a lot remove obstacles keep geometry simple to allow easier movement rather than run into things all the time .remove high access for all. within a closed tight space. the high access just makes it a madhouse. creating alleyways outside will spread people out for more 1v1. and no annoying death from above.


F/ open area up clear out junk.push back edges to top green line in pic. maybe a car park area with slopes covered in a few cars for cover. allow access to bank from here as a secondry/third route for defence to bank. way too much clutter. bottom area marked in pic remove alltogether. maybe just carpark attendants booth.

G/ park eva here to keep it out of the way and create more room. also better starting point for pick up as attacker is exposed to collect as well as drop off. make area around eva larger by pushing back buildings. again an exstension of the parking area probably higher security with doors. and push eva further up north so its out of the way.

H/ attacker have to go inside to drop off. proper building. access for defence at side protected so cant be blocked from entering. main entrance and north entrance for attack. 1 room for each drop off. when in place activates a thingymagig big flash lights tadaa!


F/ repair controls/blow doors
remove the lift and controls repair and instead leave the 1st original repair at far side which repairs large doors which open giving eva access to next/last open area stage. the lift just leaves everyone hanging around in limbo with no objective. keep the eva moving until doors, repair/blow doors move on. probably may need to move repair point though. and possible access for defence from east to west nearer the bottom rather than just the main doors/entrance.


at point C there is a brick bridge. it is surrounded by concrete i green in pic above. if the concrete were removed it would first allow more room and second look better with just the brick as the metal just doesnt fit. replace the concrete with a sloping road. the mix of materials helps give players cover. also if there were tunnels in this bridge/aquaduct along its length leading to the bank would help access to the bank. but the brick is more in keeping with the theme. also maybe have access to the top of bridge with minimal cover.

s marks spawn just for reference not suggestion.

ill edit where necessary. i doubt anyone will like these but at least its good practice for me if i start mapping again. ta for taking a look.


(iwound) #2

ive added some more ideas. bumpity bump.


(DarkangelUK) #3

Just my own general musing here, but why isn’t the attacker spawn transitioned forward after the EV is loaded with the packages then being escorted to the lift? This is my problem with escort missions with linear routes where the spawns run along it. There comes a point where the attackers are miles away and the defenders are very close. Container City had this problem where the defence spawn was on the route of the robots path, it should be off to the side where it retains a semi-equal distance regardless of how far behind or along the path it is… this should also be the same for the attackers instead of them having to travel a great distance to reach it.

Railgun had this with the trains, both the O and D had paths that would give you relatively similar travel time to the train regardless if it was close or far from the pick up point where you loaded the railgun ammo onto it.


(iwound) #4

this is something iv noticed to. the term to the side crossed my mind.
with whitechapel as we can see from the top down is just one route.
there needs to be a triangle of points between the attack, defence and objective.
this would create alternate routes/decisions for both as opposed to now its “lets all get straight to that point.”


(stealth6) #5

C/ I think there is room to move around the EV already, but the collision between players with the EV needs to be improved.

F/ I’d prefer if there were 2 controls and not a gate if you override both consoles the lift just breaks under the weight of the EV and you can continue. (with a gate I’d be wondering why the EV just doesn’t blow a hole through it)
Also 2 objectives instead of 1 so it’s a bit more tactical for defense and gives more opportunity for attackers.


(tokamak) #6

Railgun did this right. The allied spawn was sufficiently far away but the point closest to their spawn was very easy to defend due to its features rather than its proximity (two MG nests, track switch, supplies).


(iwound) #7

mm maybe it could its got enough ammo onboard. pity we cant control main weapon. j/k


(iwound) #8

the last building a tower. would be great if we can actually work our way up the tower. this would give some more variety as an indoor section only. giving more importance to different classes.
i expect there to be team doors in some form probably hackable. doubt they will be rotating but sliding.
this would help in an indoor section. in creating dynamic routes. remember holding the door open for team mates to rush in.