Most Hated Map
#126
Posté 17 août 2012 - 12:09
#127
Posté 17 août 2012 - 12:10
Some maps are horribly difficult with certain objectives, though. For instance:
London, hacking. Pretty much all of the hack locations are horrible, with poor cover.
Jade, devices
Hydra, devices (absolute nightmare)
#128
Posté 17 août 2012 - 12:20
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?
Goddess for it's unforgiving upload in the lower central room other than that I actually enjoy the map.
London for it's 4 devices, the focus on the map seems like one huge killzone with just 4 branching paths which for some reason bores me and it has so little elevation.
Jade for it's 4 devices(although it's only really that damn device in the centre of the map behind the 5ft concrete slab),
unusual ammo box placements and it just feels a little cage like.
Modifié par Aveus, 17 août 2012 - 12:23 .
#129
Posté 17 août 2012 - 12:22
Modifié par Anders028, 17 août 2012 - 12:22 .
#130
Posté 17 août 2012 - 12:22
I love Hydra and Jade, and Giant I like. The rest are more or less neutral. Not a huge fan of Goddess and Condor, I like being on Thessia and Menae but the cover layouts and sight-lines are not my favorite. London kinda sucks, lots of room for mistakes on that one.
#131
Posté 17 août 2012 - 12:24
Design-wise, it all comes down to preference. I dislike Rio's design because it's just so linear. Feels more like a level designed for an FPS than a co-op and since I prefer melee class characters and cqc, it's a game of running back and forth. However, it's more a problem of my play style than design. I do have to say that the background designs of these levels are beautiful, especially Palaven.
#132
Posté 17 août 2012 - 12:26
#133
Posté 17 août 2012 - 12:27
#134
Posté 17 août 2012 - 12:27
Reactor, on the other hand, is easy to get flanked and overrun on, but it's inevitable for a round to drag on because of a few straggling enemies. I avoid it because it takes too long, but not because there's something otherwise un-fun about it.
#135
Posté 17 août 2012 - 12:29
Condor I quite like except it causes some weird lag in places (on the ledge above the LZ in particular). It's one of the more atmospheric maps, all grey, broken and smokey... downside with that though is that Marauders are basically camouflaged :\\
Glacier, Dagger and White I'm a bit bored of but I don't hate them; Glacier and Dagger I've played a zillion times (Glacier is fast and Dagger is easy) - though if I find myself in a FBW/G/G lobby I will just quit; that's the only PuG I will not join.
On the flip-side, I love Goddess ... it's a totally anti-camping map; had an absolute blast on it earlier when it came up in a U/U/G game despite the fact that the enemy was Geth and the team comprised of 1 KroGuard, 2 KroSens and a KroSol. Team Krogan Murdertrain!
I also like Jade (apart from the extraction glitch), Ghost, Vancouver and London (another smashed up, atmospheric map).
#136
Posté 17 août 2012 - 12:30
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?
Reactor is my most hated. I don't know why exactly, but I think a big part of it is the color scheme. It's not that I don't like dark maps (though I prefer lighter ones), but there's something about Reactor that is awful. The buggy ammo box in the extraction zone doesn't help (though it may have been fixed since the launch, I don't know).
My favorites are White and Hydra. In these cases I think it's color, but I'm not exactly sure.
If you have the time, though, I'd love to ask you a question: would you be able to talk a little bit about how a map comes to be? Like - are there practical decisions made based on what would be fun to play, or are they generally just designed around the idea of creating a map in a specific locale (so, more asthetic decisions than gameplay ones). I'm honestly just curious to know how these different maps come to be.
#137
Posté 17 août 2012 - 12:34
Modifié par LordDeathkeeper, 17 août 2012 - 12:39 .
#138
Posté 17 août 2012 - 12:35
Hydra - 3/4 of the map are open wide, and most of the time, you are getting shot from multiple directions as soon as you enter one of those zones. the only semi-safe area on the map is the room with that glwoing orb. the geth and cerberus are an absolute tedium to play on that map, and reapers only slightly less so.
#139
Posté 17 août 2012 - 12:36
I hate Condor because it's almost impossible to circle the map effectively (at least I haven't found it yet) because enemies flank you from practically everywhere. Geth are a real pain on this map, Cerberus is ok and Reapers are difficult because of Ravagers.
Reactor is just painful against every enemy, probably the most annoying because all factions are annoying on this map.
Goddess can become a pain really fast against every enemy as well, but the map itself is fine so I don't hate but dislike it on higher difficulties.
The other maps are sometimes hard, depending on what faction you fight against, but all in all very enjoyable. I mostly dislike certain map/faction combinations, but the maps themselves are fine. I only really hate the maps I've listed.
#140
Posté 17 août 2012 - 12:36
#141
Posté 17 août 2012 - 12:36
Likewise, certain hack locations on Goddess (middle of watery-floor-room) and London (by the red car) are just unfair. I've never had a PUG team survive either of those on wave 10 on Gold difficulty.
#142
Posté 17 août 2012 - 12:36
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?
Reactor, Condor, and London.
I know these are warzones, but there's very little visual appeal to really dark and grey levels.
Some other things:
-slow ammo boxes on Condor
-easy to get surrounded on Condor and London
-broken window cover on London is ineffective
-low cover in Condor hack objective allows high ground to hit you
-Reactor hack objective near the LZ has a very close/inconvenient enemy spawn point
-Goddess has a ladder with a ledge you can't walk off of
Modifié par Uchimura, 17 août 2012 - 12:38 .
#143
Posté 17 août 2012 - 12:37
#144
Guest_Air Quotes_*
Posté 17 août 2012 - 12:38
Guest_Air Quotes_*
#145
Posté 17 août 2012 - 12:39
#146
Posté 17 août 2012 - 12:39
#147
Posté 17 août 2012 - 12:42
wirelesstkd wrote...
If you have the time, though, I'd love to ask you a question: would you be able to talk a little bit about how a map comes to be? Like - are there practical decisions made based on what would be fun to play, or are they generally just designed around the idea of creating a map in a specific locale (so, more asthetic decisions than gameplay ones). I'm honestly just curious to know how these different maps come to be.
I've been thinking what would be an interesting thing to write about for the BioWare blog sometime, perhaps the design process for multiplayer levels is an interesting topic. I'll see what I can do.
#148
Posté 17 août 2012 - 12:42
Dark maps are a huge problem with visual effects, reactor has the added bonus of having a terrible hack zone.
Goddess is another terrible hack zone, in some ways worse than reactor, but the map is at least bright.
#149
Posté 17 août 2012 - 12:42
Air Quotes wrote...
None. I like all of them. Vancouver, London are too dull visually tho.
I agree with that. When I heard Vancouver I really thought it was going to be based on the opening level of the single player game. I was quite disappointed.
#150
Posté 17 août 2012 - 12:43
I just find difficult to play: condor, jade, goddess with randoms





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