by scorch- » Mon Jun 18, 2012 12:49 pm
See, the thing I consider to be the only good part of the map (the fact that spawn camping is really fucking hard) is something that you dislike about the map.
Bad parts about the map... spawns are too close to the first flags. It makes full caps more random... the difference between a full cap or dying to 5 people on a spawn ramp can be whether a kill on the other side of the map happened 1 sec before or after the previous spawn cycle.
The middle of the map is awful. The lofts are terribly constructed, there's no way to peek without exposing yourself to like 2-3 other spots. There's no real place to snipe from besides the lofts (which, as pointed out, are horrible). There is no cover in the middle or along the sides. The mid connector is cramped, and the doorway makes flanking routes from one that you have won difficult (to say the least). Same with the ladder. You can win one route, but if you want to help to/from middle you have to make so much noise that Helen Keller would feel you coming.
The mountain route is okay... but it feels very axis sided. I suppose it's the same reason that harrington mountain is allies-sided. On initial, there is going to be a meeting around where both players can get to in the middle of the route. When axis win this battle, they get to control the ladder connecting middle and possibly pressure the allied first. When the allies win this battle, they get to get closer to the axis first flag, where, if they peek, they will likely get destroyed by 3 people respawning. Or maybe no one will respawn for another 8 seconds. You never know.
I didn't play long/cow at all this week. It looks easy on both sides. I'm not sure what went on there but there's basically no way to flank anywhere from that route unless you kill the other long team twice, and then kill their respawning mid team as well. There needs to be connections between the routes to make the maps more than just 2v2x3 w/ spawncamping being the main way of helping other routes.
Also, allied loft+mid-connector makes flanking from mountain up a ladder too difficult, and the railing spot at garden makes flanking mountain from middle too difficult. It's like the mapmaker said "Hey, here's some flanks..." and then booby-trapped them for fun. Great work.
All that being said, solitude suffers from the exact same problems AND on top of that makes the primary battle mode between middle and garden grenades and gives both snipers spots that are almost impossible to die in when used properly.
See, the thing I consider to be the only good part of the map (the fact that spawn camping is really fucking hard) is something that you dislike about the map.
Bad parts about the map... spawns are too close to the first flags. It makes full caps more random... the difference between a full cap or dying to 5 people on a spawn ramp can be whether a kill on the other side of the map happened 1 sec before or after the previous spawn cycle.
The middle of the map is awful. The lofts are terribly constructed, there's no way to peek without exposing yourself to like 2-3 other spots. There's no real place to snipe from besides the lofts (which, as pointed out, are horrible). There is no cover in the middle or along the sides. The mid connector is cramped, and the doorway makes flanking routes from one that you have won difficult (to say the least). Same with the ladder. You can win one route, but if you want to help to/from middle you have to make so much noise that Helen Keller would [i]feel[/i] you coming.
The mountain route is okay... but it feels very axis sided. I suppose it's the same reason that harrington mountain is allies-sided. On initial, there is going to be a meeting around where both players can get to in the middle of the route. When axis win this battle, they get to control the ladder connecting middle and possibly pressure the allied first. When the allies win this battle, they get to get closer to the axis first flag, where, if they peek, they will likely get destroyed by 3 people respawning. Or maybe no one will respawn for another 8 seconds. You never know.
I didn't play long/cow at all this week. It looks easy on both sides. I'm not sure what went on there but there's basically no way to flank anywhere from that route unless you kill the other long team twice, and then kill their respawning mid team as well. There needs to be connections between the routes to make the maps more than just 2v2x3 w/ spawncamping being the main way of helping other routes.
Also, allied loft+mid-connector makes flanking from mountain up a ladder too difficult, and the railing spot at garden makes flanking mountain from middle too difficult. It's like the mapmaker said "Hey, here's some flanks..." and then booby-trapped them for fun. Great work.
All that being said, solitude suffers from the exact same problems AND on top of that makes the primary battle mode between middle and garden grenades and gives both snipers spots that are almost impossible to die in when used properly.