SQW, on 04 March 2016 - 04:13 PM, said:
There was a PC gamer article years ago where someone in PGI explained their map design process.
Basically they have a piece of blank paper with two opposite spawning sites, drew two circles where they want sighting of enemy to happen within 20 seconds and then a big circle in the exact middle of the map where they want brawl to occur within 35 seconds. Then they fill in the texture and stuff. They considered this to be a careful and well thought out process in map design.
Basically, MWO started off as an arena shooter and some of the legacy still plague us now. PH is definitely a big jump in the right direction. I remember when PH was first introduced, because most of the pilots have been playing choke point shooter for years, their first instinct on a big open map was still run towards the middle. *sigh*
Can't wait for the new desert map in March update. =)
Playing with War Thunder and Wargaming products gives me an entirely different idea how their maps are designed.
They appear to collect statistical data where the engagements happen and when deaths occur.
They design the map so that there are multiple engagement areas all over the map, east to west, north and south. As a result, much of the map resources are utilized. Greater utilization of the map leads to improved repeatability experience.
Sniping points are identified, they are removed if abused and the numbers of points are controlled.
There are brawling areas and there are long range firing zones.
The maps encourage at least three flows of attack that begins from your base to their base.
Domination points encourage these flows of attack.
Both War Thunder Ground Forces and World of Tanks initially started with the bottleneck theory of map design, then gradually abandoned them, either retired the map, lowered their occurrence or redesigned them with multiple attack lanes.
As a player, when you start with one of these maps, you are immediately struck with a question of decision making. Should you go east? Should you go west? Should you go center? Teams would split, no need to create a giant mass meatball vs. meatball confrontation in the center. If your team loses one of the "fronts", the enemy wing would swing around and threaten your flanks and rear.
Looking at the evolution of MWO's maps, it seems that PGI is aware of this, but still somehow reluctant to abandon the bottleneck theory of map design. CW's maps for examples, are a hybrid between bottleneck and having more than one attack vector. In my opinion, these maps are not completely successful, though they are not total failures either.
Later generation maps tend to move away from bottlenecks towards multiple attack vectors. There are still frequent and common force concentrations but there appears to be greater diversity. I tend to think that, despite being slow learners, they are learning bit by bit and PGI wants to overhaul and redesign as many maps as possible but lack the developer and financial resources to do so, so they are doing things step by step.