Yeah thing is, W:ET was great for 8v8 as well.
Container city map
[QUOTE=Nikto;247170]having 14 objectives would ofcourse present a bigger and more complicated map. on the other hand, what small group ever get’s 14 objectives they have to do in one day?
get there.
that means, pass the things that block the path, take the thing(or blow it up, whatever), get to the rendez-vous.[/QUOTE]
Where the hell did you get 14 objectives from?
ah excuse me, i haven’t played the game where that map is from and i assumed those numbers were the objectives as it was compared to a map where the objectives do show
Goldrush doesn’t seem to be more complex than Container City in the amount of things to do. However, the fun lies in that the mission takes place over a very interesting centre of the map which means that there’s way more value in securing that point than there is in a linear map like Container City where the defending team continuously falls back to a new setting, which is the TF2 aproach.
Yeah, I definitely didn’t see Exedore’s post earlier, then when I clicked on the “new posts” button for this thread, his post was up above the post it spat me to. Bizarre.
he has an invisibility cloak on;)
and perhaps the other maps are different? more open?
3 year that you show us container city and the airport … definitly boring !
we need some fresh blood !
feed our addiction ! because for the moment it’s a bit like a no man’s land …
3 years to know some little things about the gameplay and the smart system
and the color of the underwear of Paul … we need some fresh footages !
new maps ! new infos ore watevers but always the same interview again and again so boring …
yes Tokamak your picture is in the idea 
all the maps are like this ?
can we have some more details about one other style objective map !!! ?
Always the same escort bot (in xxx bar ! robotphily ?)
ha no sorry i forget ! that’s xxx gay bar cause there is no females chraracters !
so we know this ! so what else ?
I guess I sort of agree since we really haven’t seen those kinds of maps since W:ET (where parts of the maps have been re-used in a later phase). Possibly the reason those maps were so creative was the file size limitations imposed on the map makers. They were definately more creative but I’m not sure they necessarily played better. I was going to say one of the reasons BC2 isn’t as exciting as it could be is because the maps are so linear, but ETQW has that same kind of linearity (at least in terms of moving through the objectives).
But if you take just part of an ETQW interior map (Sewer is great example, but so is Area 22) you’ll see some of the same kinds of things you are illiutrating with Goldrush as far as fighting over the map’s “center of mass” and that type of thing. Even though the objectives come in a linear fashion, each one still has a lot of interest.
So perhaps now with more freedom in memory sizes and the larger maps which can be used becayuse of that, instead of having to re-use the same part of a map in a different way we get whole new parts which can be tailor made for the particular mission taking place on them.
So possibly nostalgia is clouding your mind into remembering something which was born of a compromise as being greater than it actually was 
But yeah, you have got to hand it to the guys who made the classic maps on wolf:ET, very creative. You are certainly right in that they don’t make them like that anymore.
Having a higher budget also means you can create more content.
Yet still, the current way it plays out, container city looks like a series of small maps rather than just having one big map. The appeal of having centered maps like Goldrush is that positions don’t lose their value altogether. There were certain points that were very important to both teams and fluctuated in importance throughout the match, requiring a clever set of priorities in order to play well.