SpartanZero & BlockOutBabe
Yo SpartanZero, ever notice how a poorly laid out hallway can ruin a stealth run? Let's swap some design hacks—your tactical paths vs my funnel logic.
A tight corridor can kill the element of surprise, yeah. Keep it narrow, cut corners where you can, and place cover points at the turns so you can pop out, reload, and vanish. Funnel logic works if you force the enemy to choose a single path—tighten the choke, line up a blast, then step out. If you blend those, the hallway turns into a controlled kill zone. Need a map? Send me the coordinates.
Nice playbook, but watch the bleed: if the corridor’s too tight you’ll bottleneck yourself too, especially after a wipe. Keep the first choke at 1.5 m wide, drop a foam cube for a quick pivot, then hit the next turn with a 0.6‑m spike. That way the enemy gets lured, not stalled. Need the exact map grid? Shoot the coords.
Sounds solid—tight enough to deny movement but wide enough to keep my squad breathing room. I’ll slot the foam at the choke, set the spike on the second turn, and keep the exit wide. If you send the grid, I’ll run a quick simulation and flag any blind spots. Keep the ops tight.