Recently DeadCliffs and their 6v6 Control team were removed from the competitive playlists for reasons unknown.
So I’m hoping this doesn’t get pulled down by a machine that thinks it’s just another map complaint, since it isn’t. It’s a detailed analysis of the map’s weaknesses and why it’s unsuitable for 6v6 control.
As someone who’s played D&D for 15+ years as both a player and DM, put thousands of hours collectively throughout 30+ FPS games, played Age of Empires since I was 12, and plenty of other games that put map control as a key feature of winning, I can pretty easily look at an overview of any sort of map and tell you the key strategic locations that if / when controlled can lead to victory. Thus I tell you, DeadCliffs is the worst possible map for a playlist activity that’s centered around map control with fixed key locations that influence the score. ( Its however an amazing map for 3v3 or even Clash )
There are center point areas on all maps that determine the flow of fight; however, unlike other maps where the flow of battle fluctuates over time as players respawn and travel to and from those important spots, Dead Cliffs concentrates the bulk of battle into a single centered zone.
the Center Zone ) with 5 smaller kill zones, and 1 kill box zone. ( Contested Zones )
These five smaller death zones are where most players die while trying to hold or seize terrain. The kill box, on the other hand, is an area where players are often murdered with little or no option to escape. Because of the way spawns function, this is the case. The game makes an attempt to place players in a “safe zone.” A location where opposing players are not present / are X meters away.
This works for most maps with walls, cover spots, height, and other features that make pushing that region more difficult, allowing players a chance to move before being confronted. In the case of DeadCliffs, however, none of that is true. Players respawning in A-zone may be readily challenged by anybody in the courtyard.
This is exacerbated by the fact that someone spawning in A-zone only has three departure options. (
Exit points) While B-zone contains four exit points, two of them go to the same general location, while the other three lead to choke spots. It’s difficult to get out of A-zone. A complete 6-man push from A to B will often result in 2-4 players being killed before reaching B. As a result, the remaining players are vulnerable and unprotected against an enemy assault from C into B.
C-zone offers a total of 12 sightlines from which to choose.
C-zone sightlines ) While ALL of A-zone’s sightlines are either shared with C/B-zone OR look into the courtyard which is a kill zone ( A-zone sightlines ) with only 2 looking into B-zone, which are obscured by cover points, doorways, ext and both are looking into the same doorway.
Then there’s B-zone, which has excellent sightlines for retaining that zone.
B-zone sightlines ) The problem however is when we look at all possible/main sightlines ( A,B,C sightlines ) we realize that A-zone has no way of challenging for B without putting themselves in a kill zone ( kill zones ) They have no less than 8 sightlines that can flank them.
The problem is exacerbated by the fact that C-zone is designed in such a way that players can rotate in and out of doorways, cover points, and varying elevations, whereas A-rotation zone’s points are smaller, more defensive, and pronounced inside than out, with very few having any kind of elevation or cover.
Rotation points ) Meanwhile, B-zone’s are broken into 3 sets. the main zone, the inner, and then the backroom. This allows players to rotate within that zone more freely resulting in easier flanks and the ability to push from the inside into the battlefield between B and A-zones while also protecting C-zone’s sightlines ( Sightlines, & rotation points )
Because a single player can easily hold the catwalk from C-zone looking into A-zone with a pulse, scout, or other owing to their cover positions, the higher yield of fight will occur between A-zone and B-zone, but a player pushing from A-zone into the catwalk has NO cover at all beyond the doors (
Cover points, catwalk ), Some player with instead try pushing by taking the under-tunnel. This again gives the A-zone players no cover points while the C-zone player has 3. ( Cover points, tunnel ) PLUS the ability to rotate or back paddle more freely if an enemy does make it into the first room. That room itself is also a kill box. as anyone on the opposite side can push from their side with little to no risk of being flanked themselves due to the chock point that is B-zone.
Even IF a player gets from A-zone into C-zone they’re easily contestable because regardless of which side your one on, the enemy has equal cover & elevation, BUT for players coming from A into C, the players from C-zone have better rotation points on the left side by B-zone. (
C-zone, disputed lanes) You can’t capture C-zone until all enemy players are out of it, and if you die, you’ll be respawned in A-zone because the game is looking for a “safe place” to respawn you. As a result, all progress you’ve made is gone.
So, until the map is either corrected or eliminated, how can you battle all of the bad effects this map has on gamers spawning at A? To be honest, if you’re a lone player, you won’t be able to do anything unless someone else on your squad understands what to do. A single player has an uphill battle. (Though it is possible) If you’re in a stack, PUSH C-ZONE instead of TAKE A-ZONE! If you pick A-zone, the games will lock your spawn to that zone, thus you’ll spawn there unless you’re fortunate.
YOU ABSOLUTELY MUST TAKE C-ZONE! If you get it, you should concentrate on B-zone since it will offer you entire map control and force the opposition team to spawn at A-zone even if they don’t have it. My recommendation is to use a Vortex grenade. Rush C-zone and dump the grenade as soon as possible on the zone, then withdraw. Get as many kills as you can, then pick out the remainder of the players and seize the zone. By this time, they’ll most likely have taken or are taking B-zone, so all you have to do now is guard C-zone until you see your teammates spawn there. A clever team will attempt to reclaim C-zone, but you have all the advantages, therefore you must now press B while ensuring they do not retake C.
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