Crevasse Final Objective

What do YOU think would be the best for the final objective of crevasse?
Post your reasons or other suggestions, DerSaidin requested this poll, so you're guaranteed he'll take it into consideration!
9.4 %
(63 votes)
7.9 %
(53 votes)
38.0 %
(256 votes)
5.1 %
(34 votes)
39.7 %
(267 votes)
Comments
70
radio in B1 means just a push button objective
To clarify number 4)

For number 4, I'm thinking of moving the axis spawn to the enricher place (sort of 2/3 of the way there).

One dyno near where the anti tank gun is now (dont have to repair it any more). Perhaps a second dyno sort of where axis spawn is now.

Thanks everyone :>
*woosh* :f
doc runs are teh best !
bring bak et_beach!
crevasse need a lot of serious changes imo, dont think/hope it will stay in competition.
Havn't played it
Grenadeabe obj.
hmm dunno the map is shit anyway.
you do know the obj. swas, and doc run is more fun :)
Parent
map is shit so they could also make the last obj impossible or very easy, either way it will still be shit.
Parent
doc run ftw.
as long as it isn't grenadable , thats kinda silly for clanwars :)
leave first part alone, then when that gate opens let allies destroy another gate, and then let them construct/destroy smth, i don't like the gun you know :(
[x] remove the map
a few minor tweaks needed :)
1st stage is fine
just the gun is now too easy to build and the last nade section is... :O

good work keep it coming Dersaidin
i'm the medic ='O
1 dyno wud be good.
touch the thing like in B1. people complained that it doesn't make sense well i have this to say. youi're playing a game and worrying this much about it, does that make sense? :P one thing people like about et is that it's not relistic and more arcadey so why would it need to make sense? running in and pushing the thing was fun and a diffrent way to end the map compaired to the usual ways. doc runs are fun too but often makes attacks go with one man down till it's clear or something, also it's a bit more lotto which is something people constantly complain about in this game. the times i've played the map i found it hard(ish) to get in there so dyno will be extremely hard, getting an engy in then another 5 seconds to plant, axis just need to have a rifle hiding somewhere to stop that in an instant.
The dyno wouldn't be in the radio room. He tried explaining but I didn't really follow ~/

It'd basically be totally reworking the final stage.
Parent
Haven't played it / Blank Vote.
I would prefer to dyno that last obj. Played it only 2 times, b1 and b2.
That gun objective seemed very one sided for allies, their spawn was too close.
Havn't played it / Blank...: 41.7% <-- I THINK THIS IS THE SWAS OPTION.
Doc run ftw :D
b1 owned , b2 suxx ... bring back b1 thx

btw: 5 of 6 axis can access the "water-entrances" via tj ... that means allies have nearly no chance 2 build the cp .. pls do sth about THAT instaed of ruining a former great map
indeed, this is a major bug. allies cant build cp. any lowskilled clan can make a crossfire at the water entrances + the ducts. the map creator should make some stairs down to the cp or something
Parent
only cus u got owned by it
Parent
yep...pls whine some more kthx
Parent
That will be fixed.
Parent
Pls not two docruns in a map! One dynamite at the final is more than enough.
radar got 2 docruns too :D als alot of fun...

so 2 doc runs are fine for me!
Parent
Comon :< Radar is TEH "docrunmap". Crevasse should not copy it. B2 is fine I think. Only the last phase is to short and the axis are not able to defend it if allies just have to throw some nades. A dynamite would be perfect, imo!
Parent
but for dynamites you need engineers... and i prefer the fop class ^^
Parent
DOC RUN DOC RUN pls coz of shoutcats! and more new maps thats n1 :)
Less flat surfaces; final obj is nice as it is cause it's original :D
I don't see what makes crevasse anything better than maps by other makers, it is a fine map ofcourse, but there are so many fine maps and just because the creator of adlernest created this it doesnt mean this map is superior by nature... (imo)
No one said its superior, I'm just asking for feedback in the hope that I can make it superior :>
Parent
Nothing against you and crevasse is a great map ofcourse, but I think every custom map should have equal chances instead of maps being hyped because they are from a certain map maker..
Parent
Ah, I see.

Its incredible how difficult it is to get a map off the ground if theres no hype. It needs hype to have a chance.

I try to bring other maps I think are good into the spotlight (at least within Aus).

Perhaps the reason I'm lucky enough to have some hype is the fact that there aren't too many mappers around that map especially for competition.
Parent
Map is ok, I'd leave the objs as they are now. But prevent axis from boosting to the CP area in the second phase. I guess it wasn't meant to be possible to camp the area by axis.
One dynamite
The grenading is just pointless and stupid. Docruns > aLL.
doc runs > all, more exciting
nuffin more exciting than docruns
docruns would make crevasse more exciting
a final objective has to be more spectacular than just pushing a button. button or flag objectives are fine for finishing a stage, but not distinct enough at the end of a map.
that's why the final objective has always been a docrun or a dynamitable in all et/rtcw maps.
escorting is also a lame ending but it's just good enough

make the last objective dynamitable. at least the stage requires some tax and teamwork then.


cant vote for that :/
doc run to the radio, but make the radio room as big as in b2 :)
Maybe some docs from the cp or high elevators so at least someone has to spawn back
crevasse needs more change then last fase.
Such as? We've a receptive mapper, details be good ^^
Parent
im not a mapper, so its hard to tell. however apart from the map looking "strange" i would say the first fase needs to be changed, always way to much spam, and allies got to much advantage coming from high often. Key run is way to short, hardly ever saw a key being recaptured after leaving the keyroom.

gun seems really easy to fix now, i mean mostly allies got it first rush. Last objective, never seen axis got a chance to set up some form of defence there, spawn is to far away. Objectives need to be place futher away for allies.

just some thoughts ^^ however i dont like it at all, and im also no big fan of adler. I liked SD and Braun from the start, so i got nothing against custommaps.
Parent
I agree, the map tries to be "fast and competitive" but ends up as pure lotto, you just don't have 2 distinct stages like supply\braundorf or even adlernest, you just madly rush from one objective to the next with barely any chance to set up defenses, there are too many ways to cover with the keycard and too easy to spawncamp axis.

Second stage gun is crap, axis again get spawncamped a lot, and it seems like it's faster to get to the objective as allies than axis - and safer(it's like defending truck on radar - possible, but only as a desperate last ditch effort). Basically, you can only defend right at the objective itself and that promotes a lot of lotto(imagine if you were forced to defend right at the crane controls on supply). Main problem is still that the axis can only come out of spawn in one general direction and that makes spawncamping once you got control extremely easy - no chances, for instance, to push out for the eng if the medics are all over the gun like you can on braundorf or most other maps.
Parent
yes, just what i wanted to say. the map is way to fast, therefor lotto and chaotic. et is imo not about maptimes of 4min, which can even be broken. Need clearer seperated stages, and axis need some time to recover between objectives. I've seen gun getting repaired before axis even had 1 backspawn.
Parent
Grenadeable like B2 is fine!!
axis should be able to get to the ending objective without delay to set up a nice defence. Maybe a dyna to blow up the wall so axis got some time respawn.. atleast give the axis some more time in the end..
i voted nadable because otherwise its really just a matter of one ally jumping through to get the point and theres not much point in trying to defend it for more than a minute cause it only takes a second to get through..

but another doc run on the end would make the map too long with possible recaps/returns

however make it only need 2 nades and/or make the inlets for nades a bit bigger (maybe 1/4 larger?)
Quote by niconi dont spam:< just doin sth in 20 minutes what i could have done in 3 yrs:< rly
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