I’ve been hearing a common worry from discussing Dirty Bomb before I joined the alpha, and it has turned into a very real concern among some folks in the alpha servers the last few days.
Does anyone feel the maps are just way too full of entrance and exit points?
I think that ET:QW had some of the most replayable maps I’ve ever loaded, and it seemed a large part of that was unless it was a place of strategic significance, or part of an objective, you really didn’t waste time inside. When you did go inside, they were impressive structures that felt like something you could assault as a team, or hunker down and defend, not just this big mess of zig-zagging turns.
Right now Dirty Bomb has enough alley ways to fit all of New York’s crime, every apartment has a hole in the wall that leads to a shortcut through a corner market, and every objective point seems to have an entrance for every player. It’s bad for new players, it’s bad for nail-biting moments, it’s confusing as a spectator. These maps are not bad at all, they just need drastic simplifying in my opinion.
It really just rips apart the teamplay dynamic when you can expect enemies to just pop out from somewhere. It honestly feels like playing Doom 3, after awhile the game is just a fluid motion of deaths to eventual defeat or victory.
Not only that, but it really takes the fun out of the solid gunplay, when you’re always fighting enemies up in your face. If you do manage to get in a ranged or semi-open area conflict, someone pops out of a vent cover and shoves a knife in your face. I was trying to pin down why DB felt claustrophobic in comparison to other titles, I think this is a big bit of it.
I am yet to see one environment that gives me the excitement that Sewer did after a just a couple play-throughs. That was a map that featured one main entrance, and a couple side ones that took additional C4 charges. Chokepoints that fun just aren’t in DB yet. It’s not that the maps need to be severely limited all over, it’s fun to have lots of ways to sneak around the E.V., and use map awareness to sweep up opponents. Honestly the MCP in Quake Wars was a boring mess outside, if it got stuck in the wrong spot. But objective points really need to be cleared of holes in the walls, in some cases just putting in some damn doors and windows and making the fight about two teams, a flank point, and a data-core, or whatnot.
What I’m saying overall is I could load up and navigate Valley start to finish, or the innards of Salvage, Slipgate, or Canyon with no issue. I have no chance at recalling any of the maps in DB yet to be honest.
Right now the maps are hard to learn, difficult to spectate, crowded, and really lack what made Splash Damage titles so accessible. Right now the maps feel like Brink… I look back and notice I played 62 hours of that game, and I can’t remember much of the maps at all, outside of the themes…
PS - Instant retrieve of data cores, please!
cant wait for new maps