KraftySOT, on 08 April 2015 - 09:47 AM, said:
I find that hard to believe. Unless you simply dont play alot of games. Maps are bad these days. And have been for a while. You have cop outs like Arma that just make realistic places, and you have utter failures like Richochet. Whenever a medium that is originally the domain of only artists, becomes mass produced, quality takes a nose dive.
MWO is certainly the worst game when it comes to maps that I ever played. To start with, I played Crescent Hawks as my introduction to Battletech and Mechwarrior 1 is my second mech game. I try to collect and play, every mech ever since, Battletech, EarthSiege, Heavy Gear, Armored Core, and otherwise. I also try to play every tank game I can find. Quite frankly I am very impressed about the maps I saw in Chromehounds, Armored Core V and still view those in Mechwarrior 4 with fondness.
No game has made me quit because of the maps than MWO. Specifically Terra Therma. The moment that map came out, my playtime on MWO started to wane and within two months, I joined Final Fantasy 14 A Realm Reborn. Then came the Clan mechs, I rejoined MWO again, and the maps made me want to quit again. And so I did, joined up World of Tanks and War Thunder. The only reason why I am back again is Community Warfare. I still can't play the public queue (now made worst with the Bog). The only reason I go to the public queue is to test mech configurations and to level up new mechs. Heck, when CW ceasefire comes, I just go play War Thunder, and come back to MWO in an hour or two.
If this game wants to continue to espouse itself as a "thinking" shooter, you should not create a map where there is only one "think" to it, where the solutions are few and obvious. That is exactly what Terra Therma is, along with those maps where you NASCAR around the map, or do peek and boos around gates.
Just some comments on the various maps, which ones I hate which ones I like.
Any map that forces you to use heat vision, night vision, all the time, is an automatic fail in my book. I gather PGI already knows this by now, which is why they have not made any new ones that forces so. Hence even the newer dark maps, like HPG Manifold and Mining Collective, have little need to resort to night or thermal vision most of the time.
Forest Valley, that just looks too freaking muddy. This needs a visual pass, like they did to Caustic.
Terra Therma needs to be REMOVED from the rotation. Or they should just close off the central volcano.
Canyon looks like a trash heap. Some of the worst ground textures I have seen. Hellesbore is what Canyons should have been. But I am okay playing in it, much better than the other maps.
River City needs to be removed from the rotation, period. Or at least they need to return it to the original spawn locations.
Alpine used to be one of the best maps in the game, until they change the spawn locations and ruined scouting. The spanw changes now forces you to fight on the peak, and this makes you waste the rest of what is otherwise, an excellent map.
Tourmaline and HPG Manifold are two of my favorite maps in the game. They look very scifi and they should continue to pursue that approach.
Frozen City is too narrow. This is the map for the wrong game. What's the point of making wide torsoed mechs that could barely pass between the buildings.
The Bog needs a complete overhaul. Any map that traps feet should be given a complete overhaul.
Community Warfare maps --- I like to play CW now because at least all their maps have repetitive value. Sulfurous however needs an overhaul on the spawn location of the defensive side. Otherwise a great map to fight on. All maps suffer from the peek at the gate tactic, but once beyond that its a much different but better story. Textures on Boreas doesn't look that good though, not convincing for an artic map, it feels a wireframe covered by paper mache and painted with white latex. But I still enjoy playing on it, especially around the platform, which is the best in the game so far. Never tried the latest one yet, but Grim Portico so far has been the best and most visually arresting of the new CW maps. Overall, I wish there are public pug queue versions of these maps to replace the old ones (River City, Terra Therma, especially), so that reflects my net positive attitude towards these maps. This should not be hard to do since it recycles your current textures.
Comment on World of Tanks --- They have some excellent maps, and they got some horrid maps. But they do something PGI doesn't ---- they continually revise bad maps, and there are maps they just take out of rotation completely. They got the creative courage to think this map really sucks, and pull it out. I wish PGI would do that. WoT maps especially excel in scouting, which seems to be a non art in MWO. They do have a problem with the small size of the maps. WoT maps don't funnel tanks into one or two corridors; there is always at least three if not more, along with wide open spaces for sniping and enclosed covered areas for close range brawling. Your team advances in at least three fronts, left, right and center, and the collapse of one front, or the lack of a holding force in any of these areas, can lead to the collapse of your team. My impression is that PGI is trying to recreate this phenomenon on MWO by dividing a company into three lances and situate them randomly but it always fails as the lances would just seek to rejoin into a single mob cluster.
My best impressions of their maps are those of their city maps like Kharkov, Stalingrad, Ruined City (especially in fire) and Himmelsdorf. These are just beautiful to see.
Comment on War Thunder Ground Forces --- They made one horrible map at the start --- Karelia. This is probably their earliest map, and one of the worst ever maps I ever played. Every map since then learned from that mistake. While War Thunder does not remove maps from the rotation, they do tend, over time, to change and fix the maps. Karelia today now has multiple avenues of advance, and areas leveled to make it easier to reach the cap points. It's the only map with chokepoints and now those chokepoints are all gone.
War Thunder dislikes clumping or mobbing tanks with a mania and chokepoints tend to create and funnel forces into mobs. War Thunder have mechanisms meant to destroy these mobs --- aerial bombing, artillery barrages that are randomly lethal. Tanks do not work best when clumped in a mob like you do in MWO --- this is a game where you can be blown up in one shot across the map in a fresh tank. While in MWO, there is one basic big mob, WoT has three mobs, WTGF relies on tanks advancing across a broad front, like they actually did during the war. You can especially see this in the Kursk map, which is intended to recreate the historical Battle of Kursk. To give the map and the teams some focus, there are capture objectives in each map which can change in another mission. Their intentions is to make maps feel like they were during the war, not arena like or a manufactured theme park, and their next map is in fact, a 4km x 4km section of Berlin in 1945, during the Battle of Berlin around the Reichstag and H's bunker. WTGF's maps in general, are glorious eye candy with destructable environments and dynamic weather. I believe their main flaw is scale --- I don't mean scale in numbers, their maps are always meant to handle 16 vs. 16, but technological scale. There is an enormous gap in range and lethality between a Tier 1 Panzer II and a Tier V M103 heavy tank, and as the tanks become more technologically advanced the maps are becoming small (even though they are huge by MWO standards) for their gun ranges, making it possible to make one shot kills well over 1km. WoT has similar problems on their top tiers but they have however an artificial spotting mechanism in place that requires scouts to extend their visual range.
Edited by Anjian, 08 April 2015 - 10:36 PM.