scorch- wrote:Aside from the allied spawn being ridiculously campable, it didn't seem awful.
I also liked how "bright" the map was. Everything was mostly white, it was easy to see everyone and it felt nice on the eyes, but yea you are right if you could redo allies spawn it would be great. I would think it's better than saints or moderate or any "bridge" map.
I don't mind the map but I think it's a bit more fun in the source version. Having 2 double caps makes well cap less of a clusterfuck and also the allied spawn isn't as campable in source with the back alley being different.
Allies loft is pretty broken. You have 20 feet of room to run up and throw a nade anywhere in mid; sniper is hardly ever exposed to more than one angle at a time (can pick off balcony, mid, upper/lower loft without putting oneself in danger); internet.
Yeah, I didn't go to that area of the map too much. I think the bigger problem is that the axis loft sucks ass so it ends up being imbalanced. There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
scorch- wrote:There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
This is the biggest problem for axis loft. If you stand in the windows you can be shot from: ivy, both allies loft windows, anywhere in mid, underpass, connector.
scorch- wrote:There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
This is the biggest problem for axis loft. If you stand in the windows you can be shot from: ivy, both allies loft windows, anywhere in mid, underpass, connector.
simple. strafe and no-scope.
or in my case, get crappy internet and interp everyone. (sry kevin)
scorch- wrote:Yeah, I didn't go to that area of the map too much. I think the bigger problem is that the axis loft sucks ass so it ends up being imbalanced. There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
scorch- wrote:There's no real way to get into the well area as axis without being exposed to 2-3 angles and grenades.
This is the biggest problem for axis loft. If you stand in the windows you can be shot from: ivy, both allies loft windows, anywhere in mid, underpass, connector.
simple. strafe and no-scope.
or in my case, get crappy internet and interp everyone. (sry kevin)
Beyond frustrating! You just appeared in the window. Then disappeared. Then bewton threw a grenade (his and my teams') and I died. But as someone who frequently has internet issues, I realize it wasn't your fault. No hard feelings!
motive wrote:
This is the biggest problem for axis loft. If you stand in the windows you can be shot from: ivy, both allies loft windows, anywhere in mid, underpass, connector.
simple. strafe and no-scope.
or in my case, get crappy internet and interp everyone. (sry kevin)
Beyond frustrating! You just appeared in the window. Then disappeared. Then bewton threw a grenade (his and my teams') and I died. But as someone who frequently has internet issues, I realize it wasn't your fault. No hard feelings!
Lol he had that epic nade throwback all the way across mid from underpass
I was just talking to some people the other night randomly about these new maps. Everyone complains about the lack of map variety, but what do you see in every 12man... harry, lennon, rr2, anzio.
Anyways, iirc, emmanuel was a clusterfuck because all the routes were interconnected and any one call would be completely useless 5 seconds later since they'd be on the other side of the map by then. Merdilla is just mederet bridge with some random heavy route with 500 windows and boxes everywhere. Hisey's lennon was almost exactly the same as b2, except he made a bunch of stuff unwallable, added a box to blue room, and stretched the map out without keeping a bunch of things to scale. I'm pretty sure I brought up problems with the maps and some possible solutions, but no one seems to care...
I don't understand all these mapmakers trying to complicate things by taking four different maps and mashing them all together. Why don't people just take maps that have been used in competitive play before and alter them slightly? What's the problem with regular merderet? Flags too spread apart and it's too difficult to cap out? Too many corners to hide in? Why not just take something like merderet and shrink it a little and remove all the dumb stuff to speed up the pace. Maybe include a sturm sewer type thing (though I could see a whole lot of idiots hiding in it)? I don't see enough wrong with the waterhouse to warrant an entirely new route for heavies.
All of this will probably fall on deaf ears (or blind eyes) since, from experience, everyone just continues putting all this time and effort into ass maps without having any huge impact on how the map plays.
Here are the problems with the map, as I see them:
1. Axis second flag area is retarded. You can't get back to your first flag once you decide to go your route to the 2nd... for no apparent reason. There are two ways to exit the 2nd flag, 1 on top of the other, with no real protection to peek the entire allied side of the well. Even the 2nd route to the well is on the same side so that a sniper or garand on the right side can flick back and forth over a very small angle and watch both.
2. The flags are in absolutely retarded positions. The axis and allied first flags are in okay spots. Well 2-man cap is alright? But the axis 2nd and allied second flags are in ridiculous positions. The point of flags is not just to be capped, the point of flags is to measure which team is controlling the area between the spawns. You can't even GET to the axis spawn from their 2nd flag. Having ridiculous flags in stupid spots that no one cares about controlling is bad design. The axis and allied second? really? yet there's no measure of who's controlling the apartments at all... unless you consider the 1st flags to measure that, which they don't... 2-man sort of rewards you for holding apartments, but not very well.
3. You can basically stand inside allied spawn and camp it and be unkillable. Axis spawn is protected by an auto-slay in a random location. I discovered that during the match when I tried to get to a spawn camping position that wasn't in the middle of nowhere. How does this make any sense? Sure it's the same on both sides, but it's a severe imbalance.