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Rank the Lockdown stages

12 replies [Last post]
Wed, 05/07/2014 - 03:05
Theirillusion's picture
Theirillusion

I really liked the thread where everyone said the stage they disliked the most.

This is, to me, far more interesting. Because some knights in the mentioned thread got surprised by other knights choices. And with a full list you get a little more understanding. Rank from worst to best.

List of all Lockdown stages

My own ranking from worst to best:

  • Furnace (3 caps) - Reason: Lava tiles.
  • Stadium (5 caps) - Reason: Just... wow.
  • Frostbite (3 caps) - Reason: Snowballs, design, the gates, the falling snow.
  • Avenue (3 caps) - Reason: Snowballs, capture point placement, Non symmetric, the falling snow
  • Gardens (3 caps) - Reason: Spikes, 2/3 of the capture points has gunner beneficial walls.
  • Reactor (3 caps) - Reason: Shock traps, explosion blocks, Spawn camp friendly
  • Facility (5 caps) - Reason: Gunner beneficial walls
  • Necropolis (5 caps) - Reason: gates, unused space
  • Ruins (5 caps) - Reason to like: Slopes, design
  • Forest (3 caps) - Reason to like: North capture point, design
  • Downtown (5 caps) - Reason to like: Non damaging spikes, no snowballs yet snow map
  • Ramparts (5 caps) - Reason to like: One of a kind lay out, shortcut, not much space for camera angle abuse under capture points
  • Mines (3 caps) - Reason to like: Heal pad, design

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Wed, 05/07/2014 - 06:14
#1
Reto-Da-Liz's picture
Reto-Da-Liz
From worst to

From worst to best:

  • Frostbite (3 caps) - Reason to hate: fps drop, snowballs, visible recon footsteps, camera angle advantage - Remove plz!!1!11!
  • Avenue (3 caps) - Reason to dislike: fps drop, easy to spawncamp, camera angle advantage, snowballs - BAD
  • Furnace (3 caps) - Reason to dislike: fps drop, easy to spawncamp - If I wanted FSC lag, I would have done FSC
  • Gardens (3 caps) - Reason to dislike: spikes, sliding instead of walking, easy to spawncamp - Mow that lawn already!
  • Stadium (5 caps) - Reason to dislike: stupid design Let's put walls everywhere!
  • Downtown (5 caps) - Reason to dislike: fps drops, camera angle advantage, spikes - At least no snowballs...
  • Reactor (3 caps) - Reason to dislike: shock traps, easy to spawncamp - Polaris spam their base!!
  • Ruins (5 caps) - Reason to like: not easy to spawncamp, 2 separate sections -- Reason to dislike: sliding Acceptable
  • Facility (5 caps) - Reason to like: big map, striker friendly -- Reason to dislike: lots of camera angle advantage - Not bad!
  • Necropolis (5 caps) - Reason to like: not easy to spawncamp, no camera angle advantage, gate - #breakthegravestones
  • Ramparts (5 caps) - Reason to like: unique design, not much camera angle advantage, good map for bombers - Bomberlover
  • Mines (3 caps) - Reason to like: heal pad, design, not much camera angle advantage - Cap 2 is my point
  • Forest (3 caps) - Reason to like: no fps drop, 2 both viable ways out of base - BEST
Wed, 05/07/2014 - 07:49
#2
Oroseira's picture
Oroseira
From worst to best for me...
  • Avenue (3 caps) - Reason to hate: incredibly easy to camping, recon footsteps are visible, snowballs, FPS drops, RNG loves this map.
  • Frostbite (3 caps) - Reason to hate: recon footsteps are visible, snowballs, FPS drops, awkward camera angle.
  • Gardens (3 caps) - Reason to hate: easy to camp, too many spikes, generally unpleasant despite it being based on Aurora Isles/Jigsaw Valley.
  • Downtown (5 caps) - Reason to hate: spikes interrupt flow of battle, awkward camera angle, FPS drops.
  • Stadium (5 caps) - Reason to like: Recons can do some incredibly silly stuff. Reason to hate: Incredibly stupid design.
  • Mines (3 caps) - Reason to hate: health pad, encourages camping, weird design, favorite of the RNG.
  • Reactor (3 caps) - Reason to hate: easy to camp, shock traps.
  • Ruins (5 caps) - Reason to like: interesting design, hard to camp.
  • Facility (5 caps) - Reason to like: interesting design.
  • Furnace (3 caps) - Reason to like: unique usage of shadow fire and water globes.
  • Necropolis (5 caps) - Reason to like: very, very hard to camp, all sorts of shenanigans can ensue with the middle control point, looks nice.
  • Forest (3 caps) - Reason to like: unique design, somewhat hard to spawn camp (unless you obviously VT both exits, then you're done for)
  • Ramparts (5 caps) - Reason to love: Negates camera angle ambushes, nice design, fire pots can cause some funny moments.
Wed, 05/07/2014 - 11:08
#3
Krakob's picture
Krakob

Bad:

  • Frostbite (3) - tug of war = spawn camping, snowballs, recon footsteps.
  • Downtown (5) - too many spikes, recon footsteps.
  • Avenue (3) - snowballs, recon footsteps, super easy spawn camping.
  • Stadium (5) - silly layout, too many walls.
  • Gardens (3) - okay layout, but hard to reclaim home points. Small base entrance results in easy spawn camping.

Okay:

  • Mines (3) - okay overall, but home points are hard to reclaim.
  • Reactor (3) - okay but a bit easy to spawn camp.
  • Furnace (3) - Shadowfire is a bit annoying, easy spawn camping.
  • Facility (5) - nothing interesting but nothing bad about it. Spawn camping is rare.
  • Ruins (5) - boring but not bad

Good:

  • Forest (3) - double spawn entrances, many paths to take.
  • Ramparts (5) - good design where strategy comes into play more than it does in other stages (where to go, which switches to trigger, etc.)
  • Necropolis (5) - terrific design with hard to camp points, an interesting mid point, as well as a nice change of pace due to the path between home points being closed at the beginning but eventually opening for quick assaults on the enemy team's point.
Wed, 05/07/2014 - 11:14
#4
Seiran's picture
Seiran
ordered list

I don't really feel like thinking about the stages, but it's a ranking... wouldn't an ordered list make more sense?

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jussaiyan

Wed, 05/07/2014 - 12:01
#5
Krakob's picture
Krakob

Yes, but then everyone would have to make their lists best to worst instead of the current worst to best :P

Wed, 05/07/2014 - 14:37
#6
Muffin-Top's picture
Muffin-Top

Crappy:

  • Downtown: fps drop, too many spikes
  • Avenue: fps drop, vertical corridors, usual spawn camp
  • Frostbite: fps drop and snow balls, but I like its horizontal design
  • Stadium: too big
  • Gardens: spawn campers heaven

Not bad:

  • Ruins: good design
  • Reactor: ^
  • Ramparts: everything is fine but spawn camping

Pretty ok:

  • Furnace: the best central base. I don't understand your fps drop here, considering I have a wooden computer
  • Mines: that health pad adds an extra point to defend/attack
  • Facility: great for bombing purposes
  • Forest: neither spawn camp nor fps drops
  • Necropolis: great design, a map where strategy usually works better than damage farming
Wed, 05/07/2014 - 18:25
#7
Theirillusion's picture
Theirillusion

When you read a list from worst to best you read positive comments last. Why end with crap?

Thu, 05/08/2014 - 05:42
#8
Krakob's picture
Krakob
@Theirillusion

Because using an ordered list is neat.

Thu, 05/08/2014 - 18:16
#9
Klipik-Forum's picture
Klipik-Forum
I play this game waaay too much

Bad:

  • Downtown: Way too big for 6v6, snow causes lag, CPs are too far apart for strategy, and Stun spikes slow down team movement and overall game flow to a boring level.
  • Stadium: Isolated points in the bottom corners make for ignored points that usually get solo capped. Also the combination of very narrow choke points and huge open spaces means lots of team stomps due to bad positioning - either a team getting murdered trying to run through a choke with the other team standing in a concave on the other side, or one person holding off an entire other team by abusing the chokes and heal pads, especially in T2 and T1. Also too big.
  • Facility: Way, way, way too big for anything interesting to happen. Also no unique map features/hazards make it boring, as well as long hallways and isolated points. It reminds me of Clockwork tunnels, which I hate for the same reason.
  • Avenue: Vertical narrow walkways mean you can always get ambushed, and there is overall very little cover on the southern side of all three points. It's also very easy to spawn camp.
  • Gardens: The chokes are too narrow to be rushed and too easily defensible by haze bombs or camping gunners on the lower points. It's impossible to hold the top/middle base because there is absolutely no cover and many entrance points.

Okayish:

  • Frostbite: When this came out I thought it was terrible, but most of the newer maps are even worse. Main problem with this one is that it's almost impossible to flank because of the single-path layout, which means you usually just smash head-on into the other team all game long. It's also easy to spawn camp, but at least it's unique. Also snowballs are surprisingly useful.
  • Forest, Reactor, and Furnace: These are the "standard" maps. Nothing too good, nothing too bad. Reactor's top point is a little bit hard to take, and furnace's temporary walls can lead to interesting strategies. The middle of forest is completely useless.

Good:

  • Necropolis: The large base makes it very hard to spawn camp, the points are far enough away to prevent everyone spamming one point and close enough so there is near-constant action. Flanking is possible and effective because teams rarely cover both the bottom hallway AND the top middle point at the same time. Spam is also fairly ineffective on this map because it's fairly easy to just go around someone if they're trying to cover your screen with balls of electricity. All the points have enough cover to enable 2-3 people to defend them effectively, but enough open space to allow for duels and maneuverability.
  • Ruins: This map always produces interesting games, especially in GvG, because of the map layout. The fact that the top lane is isolated from the bottom lane makes it so that teams have to dedicate to one side, making it a good strategy to stall a team in one half of the map while the rest of your team runs to the opposite lane and caps all those points. The low walls around points make supporting a teammate standing on a point by gunning viable, and still allow enough open space to fight in big 4v4s or 6v6s. The chokes are also wide enough (or close enough together) that bomb camping is mostly innefective. It's also only somewhat effective on points because there is enough space to maneuver around the bombs and get at the bomber, but a skilled bomber can counter that.
  • Mines: The best 3-point map. If all the barriers are left up, the map can become very chokey and campy, but if you open them it becomes much easier to travel between bases. The heal pad in the middle of the map provides and additional objective point to draw a team's attention, even though it can also be used as bait to keep teams occupied while your team caps. All kinds of play are viable here because of the varied map geography (chokes, open space, vertical hallways, horizontal hallways, etc) Much like Necro and Ruins, it is also actually possible to defend a point, but also possible to attack one. Only downside, the base entrance is small and if a game gets too one-sided, it can turn into a campfest.
  • Ramparts: The best 5-point map and the best map. The unique layout is great for attacking through every possible angle, the points on your team's side of the map are all close enough to spawn to allow for defense as well as healing and massive teamfights in the fairly enclosed areas. The easiest points to take on each side also have the great bridge along the bottom which teams often forget about, which can lead to surprise attacks as well as quick escapes and reinforces as well as epic 1v1s on the bridge. The top corner points are fairly isolated by walking distance but are very easily accessible with ranged weapons, which combined with the gate leading back to the team's home base leads to some of the most interesting fights in LD. The bottom point is a bit far away from everything else and sometimes goes forgotten, but even though this map is big its rush distances are surprisingly short. This means if one team does forget about that point, 1 or 2 people can go resecure it. The wide-open space in front of the bases and the gigantic vertical hallway leading down to the bottom point allow for surprise attacks (because of the vision and lack of defense) but also allow for escapes because of the lack of obstruction. And above all, it's fun to play on. <(^_^)>

*looks at everyone else's post*
Oh god, I wrote a lot.

Fri, 05/09/2014 - 01:12
#10
Dutch-Oven's picture
Dutch-Oven
Klipik nailed it.

Klipik nailed it.

Sat, 05/10/2014 - 20:49
#11
Klipik-Forum's picture
Klipik-Forum

...Do I win

Sat, 05/10/2014 - 21:11
#12
Petater's picture
Petater
About that mines map

Someone at OOO needs to still fix the heal pad for the mines map in tier 1 lockdown though. You can just sit on it all match and you pretty much won't die. It has the same heal rate as the tier 3 version, but every weapon does much less damage in tier 1 ld.

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