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#251
Savage Baird

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Sidney wrote...

Savage Baird wrote...
Nope. Unless you have a full, coordinating team, the hacking objectives on London are almost impossible on Gold and I bet are impossible on Platinum.


Well not impossible. You will fail IMHO IF:

1. No one stays up on the bridge. If you let them come at you from both the DZ and LZ AND from above you will die. It means only 3 in the zone but so what?
2. No one uses rockets. You have them use them.

1.That is hard to do though when playing with randoms. Everybody rushes toward the Hacking point to get it over and done with which isn't necessarily a bad thing but it does screw you over in the end.
2. Using rockets is good and all but people only break them out when they're about to die or surrounded. It's just hard to do those when there is little cover and a 270 degree angle at which you can be surrounded.

#252
UB3RD4NG

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White es #1. huehuehue
All the other maps I enjoy playing, even with the tough objectives because they encourage good play and teamwork. White on the other hand.....

#253
Sidney

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Savage Baird wrote...

Sidney wrote...

Savage Baird wrote...
Nope. Unless you have a full, coordinating team, the hacking objectives on London are almost impossible on Gold and I bet are impossible on Platinum.


Well not impossible. You will fail IMHO IF:

1. No one stays up on the bridge. If you let them come at you from both the DZ and LZ AND from above you will die. It means only 3 in the zone but so what?
2. No one uses rockets. You have them use them.

1.That is hard to do though when playing with randoms. Everybody rushes toward the Hacking point to get it over and done with which isn't necessarily a bad thing but it does screw you over in the end.
2. Using rockets is good and all but people only break them out when they're about to die or surrounded. It's just hard to do those when there is little cover and a 270 degree angle at which you can be surrounded.


1. Well YOU have to be that guy. I usually am because most people are trying to get it over as you say.
2. Yes, they must be used early to prevent the rapid overun.

It is HARD and it is harder with fools and sadly you get a lot of the latter but everything in this game is easier with a team of known allies.

#254
DeathIsHere

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Honestly the map I dislike the most is Condor. I dunno why, I just don't like that map at all. It's not just the fact that it's huge yet easy to get flanked due to the geography and such, but I really hate the scenery. Not a fan of dim, dark maps (only exception is London, really). Dislike Reactor as well and the dim, dark bit plays into that. It also just seems like a really hectic map.

#255
Lynx7725

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Jos Hendriks wrote...

This makes for good reading material, everyone. Seeing as I'm responsible for at least a few of your most hated levels (though some love them, too), would you mind elaborating a bit on reasons why you dislike certain levels so much for those who haven't?

I think to expand on this topic, I'll just provide feedback on all the maps, starting with my personal dislikes.

London: Dreary palette. Difficult to see. Too many shin-killers, can't run in a straight line. Make games bog down into firepower exchanges a lot of time. Which isn't fun. Basically limits the options of teams, it often bogs down to straight head-to-head clashes because it's difficult and time consuming to end run opponents.

Condor: Dreary palette. Difficult to see -- Cerberus turrets in particular are very well camo'ed on this map. I'm not too bothered by the lack of cover though. Overall the map is decent once you get the grasp of it. Map does provide enough alternative routes so that a good team can exploit flanks and such.

Glacier: Nice map but too small. Encourages CQC techniques but leaves a lot of snipers out in the cold -- Reactor doesn't do that. Also, map spawns are too close together (due to the small size), making this map particularly easy to control the spawns.. which just sets  things up to get slaughtered. It's not a bad map, it's just not as fun as some others.

Rio: Too linear. It's usually a shuttle going back and forth. The container area is fun, maybe a full map in a container yard.. but quite a heart attack map if it happens. As it is feels too big, could do with being 5% shorter, and a bit wider.

White: Map size is good but the launch area is underutilized; might have been better as a multi-tier structure. Same goes for the side path with the ammo box at the end next to the landing pad. I don't go there if there's no objectives
there, not a well utilized space. The spawn points, particularly near the WGG/P farm areas, need to be better
distributed to rectify farming practices. The metal barricade at the top of the stairs in the small room is actually more a hinderence than a help. but it's not terrible.

Reactor
: While Reactor is dark, it doesn't have that awful blue overlay that kills vision. As a map, Reactor brings a big change in team tactics, which I do like. Central Reactor hack can do with a bit more cover, because it's very exposed, beyond the original starting map norms. The upper Reactor hack is also bad not because of the cover issue but because of the preferred spawn -- the one that drops from the ceiling onto a crate, then a hop down. It's pretty ridiculous to have a constant stream coming down right next to the hack point -- would be better to be at the turbine or lower reactor area, so that it can be felt as constant pressure, rather than a belief-straining constant stream right on top of your head.

Similarly for the lower hack point. The landing zone for the spawns there from the ceiling is bloody predictable. I've set up on the platform there before just to kill Cerberus Engineers landing from above; Cerberus is particularly vulnerable because they are so bloody precise about where they land. Engineer rocket boots down, sniper round in the back killing them. Kind of dumb.

Ghost
: Good map. Nice attention to details. Some interior desks are a bit too long and gets into the way. Landing Platform hack is just bad; should raise the platform, not lower it -- from a aircraft landing perspective it's a bit odd to land into a pit. Cover feels correct -- you can get from point to point mostly in cover, which makes for good games. Main Street feels too exposed and the side pod next to Main Street is quite boring.. just one long tunnel, would be nice to have a bigger kink in it for ambushes to be laid. One thing to bear in mind is that most of the walls in this map won't stop a AP round, I've done a lot of killing without ever seeing the target.

Also, the "drop down" spawn is nice, but may want to provide more exits for the AI. I've had games where I stasis bubbled a trooper in mid air and every other trooper after that fell through the bubble -- ended up with a stack of stasis'ed bodies below. Nice to see but not so interesting for games.

Dagger
: Good open map, ideal for snipers. CQC classes however gets a bit left out, may want to provide a bit of cover to the main spawn areas from the Array Control -- right now CQC classes can have a difficult time reaching the enemy before a competent sniper would kill things off. Dark Side action is limited, but still workable. May want to have a connector on the far side of the map between the East and West Approaches -- right now traversing from East to West forces players to use the central pipe areas. Having the option to cut directly between the two may open up better team and AI tactics.

Vancouver: A bit small but vertical separation is interesting. Again, an incredible amount of clutter makes running difficult, but at least there are narrow  tunnels where players can hustle if they dare to. The room at the top is way too cluttered and difficult to get around, which makes it a shame because it blocks off a sizable map area. Hack area at the floor of the Ventilation area is very cluttered, making it very hard for non-CQC classes to contribute.

Jade
: Jade is usually fun. Only complaint is that the Upper Balcony area, there are places where it looks to be a great sniping spot, but the parapet blocks the LOS, so it's actually not so great. Otherwise, a good compromise of legs and turns. Feels a bit small, could be nicer at 10~15% larger. Also, a direct (narrow) staircase from LZ down to the Courtyard might be nice. Need to fix that Extraction Bug though.

Giant: Giant is nice. Open, bright. Bunker complex is a bit too cluttered, and same for the Control Room -- too many consoles. Have to bear in mind that with the omni-potent "A" button, it can be difficult to time the "obstacle slide" to get across the obstacles. Courtyard Hack is a bit too open, you get squeeze-played all the time and it's just annoying. Good balance of sniping potential with CQC utility. Dual ramp/ ladder config on the far end room is a bit strange.

Hydra: Hydra is nice, open, breezy, bright. A good map. Spawn point near the LZ ammo box may be a bit too close though, not very nice. Some of the walkways in that area is a bit too "square", makes it easy to get hung up on them. Walkway areas need to have the Retrieval bug sorted out. Otherwise I don't really have a complaint on Hydra.

Goddess: Goddess is visually a nice map. Central hack is a bit bad not because of the lack of cover but because it's difficult for 4 teammates to move around there -- the plant boxes restrict movement to straight lines along the axes where enemy tends to shoot down, so it becomes a turkey shoot. Also, said plant boxes makes it difficult to get from the main door to the main hallway ammo point, which slows things down. Given the "recent" reduction in between-Waves timing, it makes it more difficult for players to get into good positions.

My two credits on the maps.

EDIT: Formatting. Good grief the forum editor is terrible.

Modifié par Lynx7725, 17 août 2012 - 03:38 .


#256
gh0st wh1sp3r

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White. Seriously, kids. Play something else.

#257
Barronator

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Since I love the Harrier, Condor and its bugged ammo crates make me basically quit as soon as i see the map.

#258
Photonkun

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Dislike the most:

Hydra : Still alot of bugs on this map. Things keep falling of the floor. If you get down from a hit on the metal rails while on the pizza delivery mission, chances are that your pizza will fall of the world making impossible to recover and loos the game. Everytime I put my Sentry turret when I play my FQE on the metal bridge, the turret falls of the world.

London: Almost impossible survival if you get hacking mission on Gold/PLat runs. Almost no cover at all and you get flanked by the enemy pretty fast from all sides. Did I mention almost no cover at all. I think I did :P.

#259
Hayes1092

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I think I'd hate White even if it wasn't home to Farmville, it's just too cramped. You can go to one tiny room, take the stairs to the other tiny room, or go outside and get surrounded. I love Condor though, one of my favorite maps to play Demolisher (Sniper) on. The cliffs and raised metal platforms make great sniping spots, and it adds a nice space-y (as in outer space, but also size too, I guess) to the MP.

#260
Pifase

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Firebase Rio is very buggy and bad desing too. Yesterday ME3 crashed 3 times in a row with that map. Every other map = no problems...

#261
fcedric

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The one on the Turian base or it look like turian base... with ships flyings up our heads...
This map and the geth, is very difficult...

#262
Hayes1092

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Hayes1092 wrote...

I think I'd hate White even if it wasn't home to Farmville, it's just too cramped. You can go to one tiny room, take the stairs to the other tiny room, or go outside and get surrounded. I love Condor though, one of my favorite maps to play Demolisher (Sniper) on. The cliffs and raised metal platforms make great sniping spots, and it adds a nice space-y (as in outer space, but also size too, I guess) to the MP.

EDIT: I hate London as well, far too drab and small and cluttered. Though I suppose that's how it would be, considering the circumstances...



#263
Crocodiles

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Reactor. It's hella ugly.

#264
Mgamerz

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If you put an ammo box at the top of the hill (or near it) on Condor that would make that map much better. Put one at the starting point too incase you get stuck there. Doesn't have to be a big one, but a grenade and like 2 of the clip... things.
That map sucks cause if you run out of ammo you're kind of screwed unless you have good biotics.

#265
Kyerea

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Only map that I can think of that illicits nothing but hatred from me when I play on it is possibly Condor.

#266
Mgamerz

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I'm not a fan of thessia either... If you could jump down from the ledge by that one ladder it'd be better.

#267
xGunKungFUx

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Condor is terrible. You simply cant get into cover on this map. Enemies can thread their bullets through the tiniest cracks. Also more times then not enemy projectiles will actually go through the barriers, hell Ive seen missiles come up through the ground. Bugged out ammo crates make it impossible the keep your ammo up.

Goddess is just stupid when it comes to hacks. They are all in open areas with next to no cover, makes it quite the task to accomplish them.

Its also not so much the level as it is the enemies ability to know where you are at all times even shooting before you come out behind a wall. Its that they also have pinpoint accuracy and can shoot and kill you from any angle even if you have so much as a shoe lace sticking out from cover. So sometimes it can get down right stupid.

#268
RPGmom28

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I have to agree with the fear of Rio, because I've crashed there three times now. When the map loads up on random I start to get nervous and just wait for the 'stopped working' thing to crash me to desktop.
Also, phantoms are absolute hell on that map in their hiding places and sneaking up on you. Still, I stand by Reactor as the map I simply loathe because of its appearance and layout.

As I've seen mentioned here, Condor for some reason makes people go crazy- they spread out and get picked off one by one unless it's gold or higher. People don't seem to know where to hunker down and run around competitively sniping and biotic charging in all directions, breaking off from the team.

#269
Battlepope190

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I don't really hate any of them. Some of them can wear pretty thin with a crap team, but such is life.

#270
Savage Baird

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Sidney wrote...

Savage Baird wrote...

Sidney wrote...

Savage Baird wrote...
Nope. Unless you have a full, coordinating team, the hacking objectives on London are almost impossible on Gold and I bet are impossible on Platinum.


Well not impossible. You will fail IMHO IF:

1. No one stays up on the bridge. If you let them come at you from both the DZ and LZ AND from above you will die. It means only 3 in the zone but so what?
2. No one uses rockets. You have them use them.

1.That is hard to do though when playing with randoms. Everybody rushes toward the Hacking point to get it over and done with which isn't necessarily a bad thing but it does screw you over in the end.
2. Using rockets is good and all but people only break them out when they're about to die or surrounded. It's just hard to do those when there is little cover and a 270 degree angle at which you can be surrounded.


1. Well YOU have to be that guy. I usually am because most people are trying to get it over as you say.
2. Yes, they must be used early to prevent the rapid overun.

It is HARD and it is harder with fools and sadly you get a lot of the latter but everything in this game is easier with a team of known allies.

Yes it is much easier. And that's why Jos didn't account for people who don't normally play with friends when he was tesing London with a full team of other competent BW employees.

#271
TeamLexana

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Goddess and Condor definately, followed closely by Jade.

#272
Cyrax86

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 Im going to start off by saying every map has little annoyance's, but yet they're still fun. some maps are more difficult than others, but it can be solved by or overcome by teamwork and skill. I only find Condor to be cheap and borderline unplayable. 
  All hack objectives are in terrible places. The cheapest one is the southern most hack, left of team spawn point. It has four directions were enemies can come from, 3 of those directions are elevated and have good angles for shooting around or over your cover making most of the cover useless or only slightly better than standing out in the open.  The Hack in the NE(behind the vehicles), easily overrun, A spawn point directly above the hack that gives enemies  superior cover. The cover in this area is helps but it also obstructs sight and movement(to a certain degree), by the time your able to shoot enemies they are a few feet from your team, this a problem because of strong fast moving enemies Banshee, Phantoms, G.Hunters, also this area allows brute's and pyro's to get in close, 2 enemies that wouldn't be a problem if the team saw them early enough, This Hack is like fighting in a phone booth and you can only shoot through the door because the sides aren't transparent and are lightly armored.  Other Condor Hacks have similar problems, the 4 devices are sometimes in annoying places but are easily do-able, Carry objectives are difficult but easy with good teamwork. Haven't played enough Escort missions on Condor to give proper response.  Ammo boxes need faster ammo regeneration. The cover on the cliff/mountain side, the side with the rocks for cover blocks powers and weapons when in cover, its like they're hitting an invisible wall.   Just so i don't sound like a whiny gamer who likes to rant, Condor is still a good sniper map, love the way the map looks.

#273
VintageUtti

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I think the only map I groan when I enter a match is Condor. Then there are other maps which I dislike for a couple of features.

Condor: for the same reasons as others. Ammo boxes can be buggy, cover is very deceptive, way too dark for my tastes.

Rio: for that false sense of security people have when they camp right at the very exposed loading zone. Delivery or escort objectives can be a real pain when you have to catwalk from one end to the other getting shot at by all enemies.

Jade: just for the horribly-exposed extraction zone. Even if I jump in with only 5 seconds left and full health and shields a couple of pyros can wipe out your team. I think it was also bugged before where it wouldn't register you as part of extraction if you're in cover.

Reactor: something with the color scheme makes it very difficult to see enemies, especially cloaked Geth Hunters.

London: the only time I feel comfortable on this map is if I'm an Infiltrator with a Widow so I pick off enemies from the top of the map and don't have to venture in the central killing zone area. Otherwise this is the map where most revives occur.

Vancouver: the very inconveniently-placed ammo box in the back of the top room

#274
Paeyvn

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White/Condor/Vancouver/Jade

Jade and Vancouver are mildly tolerable, however.

#275
LeandroBraz

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BoomDynamite wrote...

Jos Hendriks wrote...
Funny story, at one point during development we tested London on Gold and we had no ammo crates to refill ammo at. We still had a full extraction without much trouble.

You guys should make a mode without ammo boxes.


Would be nice to have some modifiers to select on the lobby, that bring some kind of difficulty, but add more XP and Credits as rewards, being possible to us ein any difficult. Things like no ammo, no missiles, no revive (only in the end of the wave), that kind of stuff....