Thread about too long maps #100


(Rex) #21

If a team is faster than the “map” allows them to be, it won’t work.
Like on Whitechapel where you have to wait for the lift to release the EV. Even if you are the superior team and rape the whole enemy team at their spawn, you have to wait. A fast attack gets punished by the map itself, which souldn’t be the case at all.


(zeroooo) #22

[QUOTE=Rex;457241]If a team is faster than the “map” allows them to be, it won’t work.
Like on Whitechapel where you have to wait for the lift to release the EV. Even if you are the superior team and rape the whole enemy team at their spawn, you have to wait. A fast attack gets punished by the map itself, which souldn’t be the case at all.[/QUOTE]

+1

exactly! pls SD change something!


(scre4m.) #23

maps too long. no one ever cared. Well I remember some dev said that they wanted to test faster EV but I guess this will not be tested in alpha.


(Bangtastic) #24

dont be rude

maps arent too long, how objectives work can lead to long duration times

i would rather see obj as the root to improve; -> changes to objectives

maps are too finished to delete, too much waste of resources!


(pulley) #25

cant some1 start to make a pro mod XD Would be fun so see one 1 day after game will be released. That would be a big punch in SDs face XD


(Volcano) #26

is something wrong pully


(slanir) #27

EV speed dependant on amount of people escorting it, capping at 5 players maybe? :stroggbanana:

Rewards your team with pushing power if you clear out the defence, but is also a risk/reward thing since you’re too close to eachother losing map presence and can easily get wiped out by grenades or airstrikes.


(ailmanki) #28

I’d be more enthused if the earlier hype hadn’t switched on my skeptical gland and flooded my system with cyniclin, the hormone of disillusionment.

To much cyniclin


(pulley) #29

haha ailmanki that made you look really stupid…


(Tankey) #30

I hope a bump cant do any harm?:blush:


(Rex) #31

You need to bump with a good statement. :wink:


(ImageOmega) #32

[QUOTE=Rex;457241]If a team is faster than the “map” allows them to be, it won’t work.
Like on Whitechapel where you have to wait for the lift to release the EV. Even if you are the superior team and rape the whole enemy team at their spawn, you have to wait. A fast attack gets punished by the map itself, which souldn’t be the case at all.[/QUOTE]

+1 to what Rex said.

I agree with the OP that the maps are just too long, especially for competitive play. The EV objectives have no incentive to fight around the EV besides you need it to get past the next objective. Most fighting seems to occur at the barricades and data centers. And, as it had been suggested a thousand times, speeding up the EV and making it go faster based on proximity of friendlies would do a lot to help these maps.

Regarding White Chapel, I believe it is easily the worst map because of easy chokes (on both sides) and chapel/lift objectives. The best part is the end and guess what it is? A doc delivery objective… Go figure. This probably deserves a full write up.

Anyways, spawn times are definitely a factor, but the other issue is that SD is aiming for longer maps by increasing the number of steps to the final objective. This inflation of valid or fun gameplay is not working. You don’t take good gameplay and just make it last longer. You make the fighting worthwhile and have a purpose. Planetside was victim of this. The game (original one) was incredibly fun. The combat was solid! But, the objectives weren’t really substantial as they didn’t serve a real purpose. There was no real incentive to holding bases besides the fact that these were hubs for combat. There was no real goal behind the combat. It was jump in shoot some people and then wait til they return the favor. There was no winning even if it was at least temporary (since it was a mmo).


(Humate) #33

From my understanding SD want unlocks XP/Gold to be part of competitive play.
Therefore they most likely will want to slow the map pace down with certain mechanics, so that these things can come into play properly.

/cough


(montheponies) #34

Since way back SD maps have always been multi-stage monsters, completely opposed to the rules for a competitive map. I’m not saying this to be negative, as mentioned before my favourite all time pub map is Tram, whilst my favourite competitive map has to be Frostbite. Horses for courses etc.

In the past we could rely on the map/modding community to mould things to suit whatever we wanted - not certain that approach is going to work with the F2P model, though I hope to be proved wrong.

Personally I’d love to see just a couple of maps where you have one primary objective, with a couple of side objectives to make things easier/harder and a forward spawn flag…if it took place on a snow covered map and involved taking a document from a room past either the def spawn or say a service corridor, to a transmitter at the other end of the map, so much the better…


(Seanza) #35

[QUOTE=montheponies;459497]Since way back SD maps have always been multi-stage monsters, completely opposed to the rules for a competitive map. I’m not saying this to be negative, as mentioned before my favourite all time pub map is Tram, whilst my favourite competitive map has to be Frostbite. Horses for courses etc.

In the past we could rely on the map/modding community to mould things to suit whatever we wanted - not certain that approach is going to work with the F2P model, though I hope to be proved wrong.

Personally I’d love to see just a couple of maps where you have one primary objective, with a couple of side objectives to make things easier/harder and a forward spawn flag…if it took place on a snow covered map and involved taking a document from a room past either the def spawn or say a service corridor, to a transmitter at the other end of the map, so much the better…[/QUOTE]

So when are you coming to play more draft games?


(montheponies) #36

been struggling with work and holidays - was hoping to play on tuesday as the wife and kids are away this week, but its on thursday which clashes with my 5-as-sides :frowning:

not that any of this has anthing to do with map length :slight_smile:


(rookie1) #37

[QUOTE=prophett;456512]I would love to see the the current doc carry objective on LB scrapped and have it a proper doc run from the lab to somewhere toward the end of the map.

Make this the main objective of the map which takes the most amount of time to complete. Having the SUPER-FAST-TURBO EV blow the doors from top of bridge, eliminating the long escort and a barrier, effectively decreasing the map completion time - then we’d be able to focus on a proper doc run objective. It could be reduced to a single objective in this case.

This alternative involves very few structural changes and should be fairly easy to implement. A possible area for the doc secure (see pic below) could be on the second level/upstairs of the last little stretch of road that the EV currently travels on.


This restructured objective would open up so many possibilities;

  • It gives the Defense a chance to recover and open up the possibility of some exciting play - a last second rocket launcher shot from the top of the defense side of the street to kill the guy securing with seconds remaining on the clock.
  • Clutch returns - 5/6 of the defense gets killed with the lone guy finding the hiding doc carrier and killing him for the return, or a 1v3 standoff at the secure point.
  • a lone defender (most likely a self healing, rambo medic) camping the docs at the lab, repeatedly killing the attacker coming to grab, forcing a partial fallback of the spawn camp allowing the D to regain ground.

I think this is some of the excitement missing from current maps. Doc carry objectives, done properly, are so dynamic. The same objective can play out so many different ways, unlike some of the “rails” that feel so forced.

This would make LB the best map in the game (because it’s my suggestion) :)[/QUOTE]
Willing to try this ,sound great on paper :slight_smile: