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Re: Release: DoD_Halle

Posted: Thu Oct 10, 2013 7:10 pm
by Joey
Great idea to link bridge/water to heavy side with that damaged wall, that's a great addition to an already fun map! I wonder how much difference something like that will make to the game, sending a kar through there after capping the bridge to help push that final flag will be great fun!

Re: Release: DoD_Halle

Posted: Fri Oct 11, 2013 7:19 am
by greetz
I know that this is the final release, and for that reason I'm not expecting you to change any of these things but these are my thoughts on the map as of right now, having not played a match/scrim on it yet. Also Note: I did not play the previous version of the map right before this one, so if I mention anything from that version it is a problem to me still in this one.

In short I like this map as a replacement for solitude and even Merderet's even though I like Merderet's water house more.
Its a bit allies sided like most maps and if played the way I envision Allies will have way more pushing power while the axis will be forced to hold bridge and long until they team down the allies like Harrington.

[spoiler]The addition of the break in the wall is great. You can throw nades onto the bridge from it, however it is a pretty tricky throw, I feel the possibility of shooting AND nading to break is extremely important. As all it takes is one person capping to watch the hole and a majority of the time it will be a rifling holding the angle vs a peaking auto. Granted this sounds like the rifle will win but dod likes to think otherwise sometimes.

The possibilities of rotations that come from this connection will be solid. Examples: Bar rotation to water house and Kar rotation to heavy route for full caps on axis.

I think the staircase on the allies side of the heavy route should also be a ramp or atleast a bit shorter of staircase. The ways stairs can cover up prone models is headache endusing. I do however like the lip you gave the staircase. And the slit opening between the staircase and ramp so that a axis player can nade the allied first if they saved their nade to that point of the map is really awesome.

I like removal of the Hotel window on the heavy route as that was completely broken and made a bar godlike unless you had a rifle on the route as axis. It also makes spamming the upper balcony table on the axis side of long less viable because youre out in the open. I remember playing a bunch of heavies that would literally start their initial by spamming that table on the balcony because your spam went straight back to the entrance of that side room.

Also the removal of the upper hotel staircase into the allied courtyard is a definite like in my book. That opening gave the axis a bit too much of a camp house to just sit in once they capped the heavy route flag. I remember getting ninja capped on from that upper house by just someone sitting there for a while and I forgot about them. That alone did not make it a bad spot though, ninja spots, I think are pretty important to have particularly on a map with a bridge as a double cap etc.

I like the widening of the long route flag cap zone, it simply doesn't make me feel claustrophobic.

The allies spawn/ 1st flag seems very cluttery. I can imagine a lot of axis team downs trying to push for a full cap with how uncoordinated teams are. There just seems to be a lot to look at and check pushing as axis. Pushing radio is much more difficult now, along with pushing that back hall due to that hole being put connecting loft to the hallway as well. The distance from the heavy route exits to the allies first is also pretty lengthy.

With the changes to radio room, I feel it is completely impossible to peak out of it, being that the allies spawn ramp is directly in front of it. A kar pushing through will really only get one shot off before he gets spammed as he strafes back through the wall. Maybe dod will be broken enough for you to peak a few more times, who knows?

The axis 1st and spawn seems to be very straight forward for the allies to peak and check spots that all can be done 1 at a time. Capping out will seem to be much easier as allies still on this version as well as previous ones.

The only thing keeping the axis team really into the bridge fight is the fact of how close their spawn really is to bridge. I can roughly prime my grenade 6-10 seconds after i spawn and get a break nade onto the bridge cap. This balances the fact the allies have such easy pushing power. I also like how axis players have to choose between going through the loft building to get to the U-Hall or going through Main to peak the main parts of bridge. You are fighting between going straight to bridge (faster break nade - less cover) or going to the Backhalls (long run to U-Hall - More cover)

I do not like how allied players can get into the axis loft while it is nearly impossible for axis players to get into the allied loft. This would not be as important if the loft did not connect with the Back halls of bridge on the axis side. I can see allied players just **** and camping loft then go down to the back halls to get even more kills which is extremely easy to do from that location completely uncontested.

When capping bridge as axis you have the following possibilities to worry about:
A break from the Crack in the wall
The allies can get to their back hall to bridge 2 ways.
The allies having the balcony which you have to climb a ladder to get to (making noise) is a replacement for the dock peak. Breaking from the dock ledge was a lot more difficult and the balcony will give you a really easy break point.

When capping bridge as allies you have the following possibilities to worry about:
The axis water house which can be creeped into silently if crouched all the way.
The axis U Hall on their back hall of bridge allows actually two peaking spots
The Axis loft
A break from the Crack in the wall - however from my experience playing previous versions of the map as a heavy, about 80% of the half allied bars will be pushed into your tableroom.
Like previously mentioned break nades seem to be much easier to throw from the axis side of bridge.[/spoiler]

I might be writing more later not sure.
Sorry if what I call things are a bit confusing.

Re: Release: DoD_Halle

Posted: Fri Oct 11, 2013 2:33 pm
by 3SidedQuarter
[youtube]6S_wJS12d8I[/youtube]

Re: Release: DoD_Halle

Posted: Sat Oct 12, 2013 6:08 pm
by sevEN
strong write up there frank

Re: Release: DoD_Halle

Posted: Sun Oct 13, 2013 1:12 am
by toxinatoR
Yeah.. after a quick glance I noticed a few things that could be changed that would easily make the map more enjoyable.

inb4

Image

Re: Release: DoD_Halle

Posted: Sun Oct 13, 2013 2:46 am
by nunz
i think the map is going to be alot of fun especially as people learn the map. There is already an interesting spam spot id like to try out!