Some of the good aspects of the overall map design (VIDEO)


(PixelTwitch) #21

Great post mate…
Honestly, I cannot disagree with any of what you said.

Forward spawns can be considered side-objectives for all purposes.

Basically yes,
I was just trying to say that a forward spawn should do more for a map than simply changing who has the advantage.
They can be used to almost completely change the way or the areas of a map that are played :slight_smile:

Actually Dome was around way before long jumps and wall jumps.

Yea, sorry, should have really explained that I was meaning due to it still being a blockout map its been the easiest to change and add the jumps into. :slight_smile:


(prophett) #22

That’s the way it’s been in past games (Especially in ET). I am not sure why they have stripped away this great feature.

Hopefully they’ll come to their senses :confused:


(BomBaKlaK) #23

Mouhahahahahahahahahaha !

Capturable spawn can be a game changer from one side or the other, it make the map less linear, it gives oportunity to change the game, it’s not really a secondary or a primary obj. It’s a capturable spawn point ! with the spawn location change, this is part of the strategy to get the capturable spawn or not.
Without this the game is just super linear, spawn at the same place everytime, no suprise, no tactics, nothing … only frontal fight like in a broken korean F2P tiny map.


(PixelTwitch) #24

[QUOTE=BomBaKlaK;510360]Mouhahahahahahahahahaha !

Capturable spawn can be a game changer from one side or the other, it make the map less linear, it gives opputonity to your team, it’s not really a secondary or a primary obj. It’s a capturable spawn point ! with the spawn location change, this is part of the strategy to get the capturable spawn or not.
Without this the game is just super linear, spawn at the same place everytime, no suprise, no tactics, nothing … only frontal fight like in a broken korean F2P tiny map.[/QUOTE]

-.-

Everyone understands what a forward spawn is mate…
What I am saying is that you need to make a case for a forward spawn …
Simply adding them solves nothing!

Choose a map that you think needs one, tell us where you think its needed and why and people WILL listen.
Also, remember, just because things don’t change does not mean people have not listened mate.


(BomBaKlaK) #25

[QUOTE=PixelTwitch;510361]-.-

Everyone understands what a forward spawn is mate…
What I am saying is that you need to make a case for a forward spawn …
Simply adding them solves nothing!

Choose a map that you think needs one, tell us where you think its needed and why and people WILL listen.
Also, remember, just because things don’t change does not mean people have not listened mate.[/QUOTE]

this is absolutely not the point …
you need to build the map around the forward spawn system, not the opposite.

Like anti said in another thread they made art before level design.
Now we need level design that’s all.


(PixelTwitch) #26

[QUOTE=BomBaKlaK;510367]this is absolutely not the point …
you need to build the map around the forward spawn system, not the opposite.

Like anti said in another thread they made art before level design.
Now we need level design that’s all.[/QUOTE]

That is fine… but if you know that is the case, you are wasting your time hating on the current map pool…
They know…


(BomBaKlaK) #27

[QUOTE=PixelTwitch;510368]That is fine… but if you know that is the case, you are wasting your time hating on the current map pool…
They know…[/QUOTE]

I really hope that actual maps are not the final ones !
Maps can be changed even if art is here, there is some possibility to implement forward spawn and make the maps more interesting. Like I said i’m not level designer so pretend to have the solution is a bit to optimistic, I only can provide feeling about the actual maps.

Good maps can help a lot for player retention !


(BomBaKlaK) #28

[QUOTE=PixelTwitch;510368]That is fine… but if you know that is the case, you are wasting your time hating on the current map pool…
They know…[/QUOTE]

Just saw you ragequit on london bridge due to the super level design you love :wink:
I ragequit myself due to the super level design of Underground ! Best level design ever !! you got 1 choice !!! left or right ?



(PixelTwitch) #29

[QUOTE=BomBaKlaK;510375]Just saw you ragequit on london bridge due to the super level design you love :wink:
I ragequit myself due to the super level design of Underground ! Best level design ever !! you got 1 choice !!! left or right ?


[/QUOTE]

lol again, we have different opinions on map design and map implementation.
London Bridge is a very well designed map, just the objective locations are beyond dumb.
lol


(BomBaKlaK) #30

Objective location and access are one of the most important thing in term of level design, just in case !


(Sun_Sheng) #31

Nice video. Sorry I don’t have time to go into a long post about it though, so i’ll just point out 2 things that struck me on first watch that I disagree with. the rest I agree with or probably missed on first listen

First thing I have to disagree on is removing the pump. In current gameplay the only time the spawn camp is really “on” is when the pump has been blown and it allows the defenders to concentrate the defence on what is essentially two exits from the spawn, one left, one right. The high window option is no longer an option because the attackers can’t get there due to being camped.

2nd thing I would disagree with is opening up the high defences from 1st spawn for the defenders which you talk about around 18 minute area. In a match you could probably overcome it, but for a pub game, one decent sniper would wipe out at least half the team before they made it into the forward spawn capture area. You can counter with your own sniper, but he’d have a very difficult job taking out the other sniper since that sniper would always have the first shot advantage.

That said, it would be nice to see it open up for the attacking team as you mention around 21+ mins as it would help speed up that chokepoint problem