V O L T R O N, on 06 January 2016 - 08:13 AM, said:
Alpine has a huge mountain that everyone rushes too and it becomes a hill hump fest.
Forest Colony most of the clutter is in the middle or over the bridge pass. Not as drastic as the other maps but ya.
Caustic, do I need to explain? Also has a bad spawn point on Skirmish mode
Frozen City/Night Drop ship along with Jenner alley being the lower surrounding. High ground being C3 where most of the pushing is centered around.
River City is better with its remake than it was before, but the Citadel is still one of the main focus's. I do think the Rocks help for breaking that up a bit.
Veridian Bog has two huge mounds instead of one focused center, but still you have to go to the middle to find the enemy and to remain out of line of site, it creates circling.
Crimson Strait, has a huge mountain in between two starting areas, but still a fairly balanced match. Still has nascar matches occasionally, and has other alternative as a tunnel and pass. Also on Skirmish it has the lone lance that often gets caught on the island side.
Canyon Network, another pretty balanced map, but still has a center focused feel to it. The highest point of high ground is RIGHT in the middle.
HPG one of my favorite maps, but has a center to it, and bad spawn points that creates instant push and no time for formation. Pretty balanced thou and much like an arena map. I do enjoy.
Terra Therma - Dont need to explain here too much, One team has a quicker route to the middle, has a Volcano in the middle. Usually I have lopsided matches on this map when or lose.
Many of these maps I find better on Conquest just because it breaks up the standoffs or circle fiesta.
I like all the maps, I enjoy every single one of their differences, but I pointed out their similarities However most of my matches last 5 minutes of less for a decent que time when matches are suppose to be 15 minutes max.
Solution to making future maps? More clutter on the outside, more open space in the middle and raised elevation in random areas, not just the middle. It will create longer games, more stradegy and thought process to finding attack positions rather than rushing a position and then figuring out if your enemy is going with plan a or b.
Agreed
Most battles take place on "Theta" in almost every map and it's because of the map design more than anything else.