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Map Design Discussion


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#1 Lancer Deistler

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Posted 24 February 2013 - 01:10 PM

This thread is meant to be a platform for discussing the map design and map balancing of MW:O (released maps, upcomming maps, map suggestions). This has been done in several other specific threads, but i thought a holistic thread could be useful. If you wan't to participate please don't spam, whine or rage. Try to find valid points for your arguments and this may become an awsome thread. ;)

First things first, i cut out the map related answers from Ask The Dev's 32 in the following spoiler(hope i didn't miss anything).
Spoiler

I want to start this discussion with my opinion on the released maps. I think the developers have done a good job so far. Although the initial maps are shoeboxes and certainly have a few design flaws (e.g. River city night <_<), but they have a good concept.

When i first played the maps i recognised that the designers really wanted to make different playstyles and all of the weapons of the MW:O arsenal viable. On forest colony you have the water area for long range engagements, the cave and hills for sneaking behind enemy lines and brawl. On frozen city you have open areas for long range engagements on both sides of the ridge and brawling areas between the buildings. Even river city, although mostly brawler friendly, has open areas for long range engagements. On caustic, although more of an medium to long range map design, some spots where made to support a small range brawler playstyle.

Unfortunately the mapscales (even on caustic) negated the intention to support all engagement distances in favor for short range brawler builds in actual gameplay (SRM6, (U)AC/5 ML boating, AC/20 cat etc.).
Then Alpine was released and set the new mapscale directive to "bigger is better". I love this map personally, but besides the joy of payback on these short range one trick ponie builds i must admit, it favors long range weapons maybe to much. LL, PPC, and LRM boats are the other side of the one sided builds.

While i prefer medium to long range engagements, the intentional idea to make multiple playstyles viable within one map is a great concept and enriches the overall game experience. While the upcomming maps will all be >Caustic in size, that shouldn't mean they all have to be as open as Alpine. As stated in the opening post of this thread in the upcomming desert map there will be an Overlord Dropship. Maybe we will be able to fight inside of it? If the minimap image can be trusted as valid, it seems there will be more hills that block LOS as in Alpine. Also one upcomming map is called Canyons, wich indicates a very rugged terain with huge cliffs to hide behind. In my opinion the odds for the upcomming maps to support multiple playstyles successfully are good.

I would love to see a map as big as Alpine including a large city area AND open fields. This would force you to adapt from long range to close range fighting and vica versa within a match. The MW3 intro is a good example for what i mean:
http://www.youtube.c...Q0G3zk4#t=0m48s

What do you think? How is the map design so far? What is to be expected in future? What would you suggest to improve? What environements you wish to see?

PS: English is not my first language, so if you find grammar or spelling faults you may keep them. :( ^_^

Edited by Lancer Deistler, 24 February 2013 - 01:38 PM.


#2 ParadigmShifter

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Posted 24 February 2013 - 02:49 PM

In a perfect world, We will have large Urban, Jungle, and Mountainous Terrain Maps. And will have 64 vs. 64 matches. I prefer very large maps, It's just more realistic to me. We aren't gladiators that are forced to fight in a Colosseum, we need large open environments. I understand why maps are small at this point in time, however if more players can be implemented into gameplay the map sizes will need to be drastically increased. I'd rather play BF3 than COD, comparatively speaking.





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