[QUOTE=.Chris.;368722]Heh, thanks.
It’s not down to size of the maps, ET:QW was indeed slightly different as it had more variables to contend with thus the layouts had to accommodate the usage of vehicles and fire support. However the same core basics applied, make sure the spawn points are in sensible positions, make sure each team can get to the objectives in an orderly fashion and give them ample space in which the map can take place in a manner that isnt dictated by who can spam the narrow entrances the most.
Also ET maps are roughly of a similar size to Brink’s maps. (The first two I posted)[/QUOTE]
This is a good argument, because it is about design. Which I like. Once you throw vehicles onto a map, you right there have different design parameters compared to a game like Brink that does not incorporate that into the mix. You have to run from spawn in Brink. The problem is if the defense in Brink is far from the objectives when they respawn, then the offense just has to wipe most of them out, then the defense cannot get back in time. Without vehicles as a component, you have to consider this element.
Brink is CQC. ET has sniping as a viable option if you are too far away to get back to defend in time. Brink does not. I could go on. Once you eliminate certain ways to counter the distance required and time to travel back from spawn, you realize that certain adjustments need be made.
In the case of Brink, both spawns are close to the objective. And the objective if an escort, will pass close to the enemy spawn as the map size is constricted as the offense makes progress away from their own deployment area. Sure, you could send the enemy away to another spawn as soon as the escort portion closes in proximity to the enemy spawn, or it can be designed as it is currently. As the offense pushes forward gaining the advantage the defense has an opportunity to counter as the Offense swings ever closer to their deployment area. CQC. Like an inch at a time idea for the design of the maps.
I use Container City as an example of this. Get the bot to the crane and fix the crane. Then the map and spawn constricts and the same scenario is replayed. On the opposite side of the map. CQC is what it comes down to as the core principle here, rather than large open spaces and vehicle travel as part of the formula. 