I’ve realized that, of all the maps we have, we haven’t had a map where the payload goes first, and then the CP is afterward. Could be that the team needs to deliver the payload to an area and then capture it to execute it.
well, the concept itself is not bad, but i’ve one concern in my head and that one reason 2CP was no more
once the payload get near to the goal point or it’s in the CP phase, the defender will get much closer, basically spawn in the next door, and the fight won’t be away from the point not like pure payload the progress would decay
so the 2CP problems show up, wether the final push in payload phase is so hard the defense can’t even group up to fight back or the attacker will have a hard time in fight>respawn>go to point>fight loop
don’t get me wrong, the concept itself is fine and i kind of like it, just may counter a few practicle issue.
Not an insurmountable problem, tho. Imagine if, say, King’s Row continued past the final point – like maybe you get to visit the interior of the facility beyond the loading dock – and once the payload arrived the defenders’ spawn moved further back. Attacking team could decide whether to push forward and hold inside the facility or just sit on the point, like in normal hybrid maps.
i did come up with the idea you mentioned after my comment is published but i fear that the map will be way too long to keep CP phase for both side like capture (possibly manage symmetry to reduce map advantage) or at least roughly the same time to get to the point
the concpet is doable, but some extra works need to be done imo
WAY back when Eichenwalde was first revealed, everyone thought it wpuld be a reverse hybrid map where the castle at the end would be a capture point.
you would push, then get to a massive stall from the defending team.
Well, it would be fun.
I missed 2 cp, memes aside, I really do like 2 cp. Certain map sucks for sure, it was a very hectic mode that I liked.