[QUOTE=.Chris.;368575]That’s what I was alluding to, on the face of it, it would appear some maps haven’t quite got that balance right.
Compared with ET:QW the maps feel a lot more alive, it’s nice they managed to find ways to get stuff they tried in ET:QW working well such as moving platforms and interactive objects, they’ve pushed the technical side of that balance you mention.
Likewise with the art, Brink looks pretty darn nice. You can’t fault much in terms of aesthetics, the maps are nicely detailed, a step in the right direction, ET:QW’s maps were great but lacked that extra level of detail in some parts which has been rectified in Brink.
However the actual design of the maps are lacking in my opinion. I’m not even talking about spawn rape, that, just like in past games, is down to team imbalances 90% of the time. It’s stuff such as having defense spawns been placed unnecessarily close to objectives and having escort-able objective routes swinging by the defense’s spawn. How could such things ever have been considered a wise decision and I can’t foresee any situation where they had to be like this due to art or technical reasons.
I’ll watch that link when get home.[/QUOTE]
ET:QW. Different game. Open maps. Brink is more CQC. And revolves around a very different environment that has unique properties, construction, aesthetic, and context. Not apples to apples comparison. ET:QW is probably battles on open environments in fields near roads, surrounded by canyons. Brink is an immense floating city and just entirely different. Two different worlds if you sit down and design it from that perspective. And thus plays out as different set of challenges. 