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Beta Map [MAP]TE-Rakowice

Originally posted here: [url]http://forums.tripwireinteractive.com/showthread.php?t=91194[/URL]

There are two particular problems I've found that have to do with the map's design that are very annoying when playing as the attacking team, and are not adding to honest challenge:

1) No resupply points between A and B/C. Pushing to B/C, especially B, requires a lot of smoke, and as a Commander, or an SL, I find it easier to die and respawn to get more smoke grenades, than returning to that far-away building before A (the resupply points in B, C and the one between them are still crawling with enemies).

Solution: Put a resupply point in the shed with the radio.

2) The pathetic central spawn point when A/B/C are taken. If the defending team is any good, it starts flanking, especially into B area. Attackers have to take an unnecessarily long route to clear the flanks, and it is quite dangerous, too.

It doesn't make any sense, too. Why were the attackers capping B and C, if they don't get an advantage in controlling them?

Solution: make three spawn points when the attackers have to take D (check the Mamayev map for how it should be done), both B and C areas provide enough cover for spawn points to be easily protected.
 
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