[QUOTE=Sun_Sheng;506175]Sorry to say but the main problem is the map design. You can change anything you want to ‘try’ to make it more exciting, but if the maps continue to play like they do, it won’t genuinely change anything.
With ET, all of the basic maps were exciting in some way. Everyone had favourites of course, but if you take Radar as an example; initially there were two routes to defend and a flag cap sent the defence back a fair way. It required skill, timing, a bit of luck, all sorts of things to cap first spawn and then hold it. Once you’d done that, you’ve still got two attack points to open up, forcing the defence to respond to what the attackers did. Do you sacrifice front to keep the cp? Do you fall back and sacrifice to defend the parts? etc etc.
I could go on, but basically you could think of any of the other maps in the same way. It didn’t matter if it was a doc run, a wall plant, or whatever. Throughout the game there was a constant back and forth that forced you to make decisions, to respond to what the opposing team did, to play out a strategy and adapt that strategy in real time to whatever happened.
With this game, or these maps, that doesn’t happen. What you have are badly congested maps that channel players through pretty much one point, all the time.
Trainyard for example is pretty much a 2 or 3 minute walk over, or it’s a slaughter-fest. The first cap takes so long that unless your whole team break through, or a fair percentage, one guy who slips through the net will be finished off as soon as he tries to cap, and then it’s back to the spawn camp slaughter.
Whitechapel the same. Spawn rape en masse, because there’s no reason for the defenders to actually hold back a bit. One route and that’s ya lot with lots of places for defenders to backrape anyone thinking of of flanking. Although there’s not much point in flanking because there’s nothing to do once you have. Except maybe shoot a couple of people and the die gloriously.
Another map, can’t think of the name of it at the moment but the one where you plant the wall and then go for the two objectives inside…
That has a bit more potential as there is an option to flank, albeit small, but even if you manage it and get your plant in, as an engineer what do you do? Drop a couple of landmines down that are about as dangerous as a wet fart i:e more danger to yourself, and then try to hold off half the opposing team while you wait for eternity for the plant to blow.
Ok, you could argue that teamwork can overcome some of these problems (decent cover for the plant for example- ignoring the waste of space landmines) but the fundamental problem of the map design still means you’re in for a very rough ride. Doc runs, hacks, plants, they’re all very important parts of a good game, but until the ‘exciting’ environment is created for them to function properly, it’s a a sticking plaster with holes.[/QUOTE]
I agree. But if you look at the competition side of the game maps like waterloo and trainyard work out just fine. Sure they are not perfect but they work 100 times better then playing them public.
Another big Problem is u cannot add that many routes because its just not possible to defend. In ET or RTCW it was possible to defend a Route on your own and kill maybe 2-3 opponents but this is just not possible because of the different weapons and HP.
I really don’t know how SD will manage to make this game more enjoying, both for competition and public