Anyone else think the maps are terrible?


(hailey) #1

There’s so many giant choke points i feel like I am playing de_dust

This is just flat out bad map design. Almost every map make its so easy to defend and impossible to attack.

They said the maps would all these viable secondary objectives and stuff, all they have are command posts. They are a decent buff but the maps are still so horribly unfun to play on because you are just funneled down narrow chokes in pretty much all of them. Not to mention I think I’ve found one place where parkour stuff matters at all on container city. The rest you could forget it’s even in the game.

Why are they so bad?

You really need to release a map editor/SDK because even if you get all the bugs sorted out unless you get better maps I don’t think anyone will bother in a few months time :frowning:


(blackjack3578) #2

only maps with an attack defend problem is container city were the defenders have a huge advantage, other than that maps are good to me. i can use parkour well on every map except for mall one. container city the air port,aquarium, security tower and the rest are always good for smart. its not about the maps with smart thats messing you up you just have to know how to spot out the environment and figure out what you can use for your advantage


(happydictates) #3

i was thinking this also. its odd they added so many choke points in a game that claims you should move more than you shoot and takes pride in its (very limited) parkour.


(Bakercompany) #4

There are more parkour routes than some people realise. But I don’t necessarily hate these maps. I would like to see some universal and symmetrical maps along with generic gameplay modes.


(Gamer2Gamers) #5

the best use of parkour is that challenge imagine a level like that designed for us to leap and bound over places and getting amazing vantage points …i want a level that requires running and gunning…using the parkour to its full potential …good for heavies,mediums,lights…


(Dr.Ricktofen) #6

These maps really don’t feel like they will last, i really hope they will release some free maps, just like two or three, mabey a symetrical map or two. And the current maps kinda get old after playing them a few times and feel small, i want them abit bigger, like more flank routes, light only paths, etc.


(Hyrage) #7

I think the problem with the level design, and some people said it already before, is simply that all the parkour stuff too much pre-defined. It’s not like in Halo 2 in which all gameplay elements feel more natural and totally unified with player movements. you could travel through the whole map by jumping from one object to another, because of how distances and measures based on jumping, etc.

In Brink it feels forced a bit. Still, most maps offer plenty of options to flank your opponents and you need also to use flash grenades.


(DeadEye) #8

There are a few choke points that should be fixed just a little, but mostly it’s because no-one knows the secondary routes so no-one knows how to break up a setup.


(Captain Judaism) #9

I don’t think the maps are terrible as they suit the purpose they had in mind well. Could they have done better? Sure. However my only major complaint is that I don’t feel that they have enough verticality or spaces to parkour on and have far to many choke points with no real way to get around them, or at least none that I’ve discovered.

However if they release the SDK for user created maps I think we’ll have some interesting maps on the horizon to exploit the parkour to its fullest.


(hailey) #10

need something as epic as fuel dump or gold rush where I feel like I’m doing something significant


(Dr.Ricktofen) #11

If they DO release a SDK, i doubt it will be for consoles so there goes Brink for us, everyone who can will go to pc and the rest of us will be left out to dry.

Unless they do something like BF3 is going to do, let console users download popular fan made maps, or SD releases for all systems.


(Gamer2Gamers) #12

that will be hell on earth for them with the console players and they’d lose a lot of money and respect if we don’t get something that is equally amazing.


(BJBlaskowitz) #13

WORD. The maps are bland and unmemorable. I never cared for the whole art style either, but the layouts are just confusing, and I am usually pretty good at figuring out maps fast in my head.
Frankly I have found myself getting stuck on things despite the “SMART” system. The whole parkour thing is overrated and overhyped. Give me revamped ET anyday.

What happened to having forward spawns?


(PillowTalk) #14

Comparing to de_dust is a bad example. It’s the most played map in CS, and probably has more plays than every popular map of every other game combined.


(kratier) #15

complaining about de_dust? seriously?

and no the maps are really well designed, most the “choke points” you describe are nonexistent as there are 3-4 multiple paths to the same area, explore the maps more and youd know this


(voodooboy) #16

[QUOTE=hailey;302444]There’s so many giant choke points i feel like I am playing de_dust

:([/QUOTE]
The way round that would be to do the secondary objectives. help your team and shoot.


(Fitzsimmons) #17

Only map I’ve really raged about is Container City: 1000 higher-ground vantage points with cover for defense, big wide open choke points with no cover for offence. Limited flanking ability available via freedom of movement, but it won’t take long for people to figure out how to cover these areas…


(KAS--Will) #18

I think for the few maps that are given, they are great. There isn’t a single one I hate more, or a single one I like more than any other. Unlike COD games, I had maps I hated, and maps I loved, the only one I love more than any other is container city, not because of the huge advantage, but because of the disadvantage, I like the challenge, and usually my team can’t carry themselves, so it’s easy kills for me. :slight_smile: