Container city map


(tokamak) #61

I think we have sufficient information to make a good judgement.

-The map is linear, old areas aren’t being revisited (like in Goldrush),

  • Command posts can’t be re-taken.

From these two points I can deduce that the map will be very linear. But I’ll stop before I receive another infraction.


(DarkangelUK) #62

Trying to put this properly but will probably mess it up… it’s more akin to RtCW where you had more focus and the odd alt route. The map is tight, but not as tight as it appears in that map overview, which is hard to grasp scale from. I did get lost a few times, but the map itself seems like a faster paced (I dont want to say faster… more efficient?) RtCW gamepace than W:ET. No offence to SD, but personally I preferred RtCW over W:ET so that suits me :smiley:


(H0RSE) #63

[QUOTE=tokamak;244522]I think we have sufficient information to make a good judgement.

-The map is linear, old areas aren’t being revisited (like in Goldrush),

  • Command posts can’t be re-taken.

From these two points I can deduce that the map will be very linear. But I’ll stop before I receive another infraction.[/QUOTE]

Concerning CP’s, what was actually said about them was:

This implies that only certain CP’s cannot be re-captured - not all of them.


(DarkangelUK) #64

Yeah I thought that was known already, they have said before you’ll be fighting over some CP’s as they give certain positive effects to the entire team… guess not.


(Nikto) #65

not to mention that operatives have the ability to firewall a cp so it wouldn’t be hacked so quickly.
that seems to indicate that certain cp’s can be re-captured, wouldn’t you agree?


(tokamak) #66

Good then I misunderstood that part. That does indeed dispel one worry. Yet, I still hope not all maps will be as straight forward as Container City.


(brbrbr) #67

[QUOTE=tokamak;244522]I think we have sufficient information to make a good judgement.

-The map is linear, old areas aren’t being revisited (like in Goldrush),

  • Command posts can’t be re-taken.

From these two points I can deduce that the map will be very linear. But I’ll stop before I receive another infraction.[/QUOTE]

to summarize/quick decide, i should agree, from what we already see, Brink gameplay sucks from all points, except WoW-styled customization of gear.


(BioSnark) #68

So watching it’s development must be an act of masochism?


(Nikto) #69

i’d very much appreciate you would say imo at the end of that.
it having been chosen as game of the show at eurogamers, and there being quite a few forums filled with people loving, or at least liking, Brink.

and how do you know the gameplay sucks? you played it?
then i think your the only one that played it and thought it sucked, since after anyone had a chance to try it, they say it was worth the wait.


(LyndonL) #70

Nice call.


(Cankor) #71

No it isn’t. Even if there are 3 10 minute phases, the maps won’t average near to a half hour. Many will stop at the first objective and only be 10 minutes long. At the other end of the spectrum, with a strong attacking team, the objectives may go realativly fast and all three could easily fall in 15 minutes or less.

[QUOTE=tokamak;244486]What made W:ET so great was that the matches played on the same map could all be widely different. That’s what made the game so incredibly addictive, the only thing you could expect during the map load was that the game will probably be unlike any other time you played on that map.

The most rewarding thing about having such ‘dynamic’ maps was that tactical insight was greatly rewarded. You take the information from when you were alive, and should you be a talented or experienced player, subconciously your brain already would extrapolate this to tell you when and where the enemy would be and what they would plan to do. All this would give you a huge edge over players who only know how to point the cursor at the enemy.

[/QUOTE]

Those are great points, but lets remember we haven’t seen hardly anything yet. There is still room for a new Railgun. How brilliant was that with the train going back and forth back and forth with the crossing right in the middle for everyone to fight over (ignore the issue with the spawn camping of axis spawn). Imagine that on Brink with a monorail or something? Of course, maybe that kind of thing doesn’t work well with just 8 attackers, maybe it spreads them too far apart or something.

But as far as linearity, it has occured to me that what you guys have been talking about is part of why I think BC2 is so boring compared to ETQW. BC2 rush maps are the very definition of linearity, and they are all the same. Blow up two MCOMs, move to the next section and start over. There’s no intermediate objectives and there’s no true indoor map sections.

Also, it seems to me, with single player equaling multi-player, they will need to be coming up with far more maps than usual. Didn’t they say 10 hours playing from start to finish one side? Lets say they average 15 minutes to play for the ones you finish, but you will lose some and have to play them again, so even if you have to play all of them twice on average that bumps the average time to win each one to 1/2 hour. That’s still 20 maps, and it seems like they would average less than that, so I’m guessing (admittedly pretty wildly) that there would be more than 20 maps, so lots of room to try something crazy.

Maybe this is part of why they need a bunch of extra time, still need to come up with a bunch more maps.

Even if there are no maps like Railgun, I’m not at all worried, ETQW maps are so far superior to anything you find in games like BC2 they aren’t even in the same league. Hell, any one indoor area alone holds more interest than an entire BC2 map. It would be cool to see some of those larger scale alternate path mechanics like you guys are talking about from W:ET used again here and there, but SD are the kings of map making and if that fits we’ll probably be seeing it again somewhere in Brink.

Regardless, if there is one thing I am NOT worried about, it’s the maps.


(tokamak) #72

I agree with all the rest, bu this is a bit naive don’t you think? You can’t just squeeze a few extra maps into a game like this.


(Kinjal) #73

I still don’t know how many maps will be in release, did I miss what info? 8? 12? Anyway , my bet is 12.


(light_sh4v0r) #74

This is true, especially since they care a lot about the storyline this time. You don’t just make another map, you also have to make it work in the story.


(KAS--Will) #75

This link is God… :smiley:


(Cankor) #76

They could have the story all done but still missing significant parts of it in terms of the maps that move the story forwards. What, you don’t think they can do a few additional maps in 6 months with the team they have?

It’s total speculation either way of course and pretty much irrelavant anyway, but it wouldn’t surprise me. Remember in the later stages of ETQW they said they dumped a bunch of maps beacuse they weren’t up to standard (but they were also farming them out to other devs)? The maps were still getting finished towards the end of the process. Seems to me like you really can’t finalize the maps until most of the rest of the stuff is worked out first.


(tokamak) #77

No, those maps need their own concept art, textures, scripts, cinematics and testing phases. Can’t be done in 6 months.


(Kinjal) #78

So what will all level designers do for half of a year? Balancing?


(tokamak) #79

With any project, not all roles are required in all the stages of the progress.


(light_sh4v0r) #80

Who says they’re done yet? We haven’t seen all the maps.