kaxas92 wrote...
It was so hard to decide on my favourite map... I went with Glacier in the end. Fast paced-crowded, but really enjoyable.
Glacier.......................the Nuketown of Mass Effect 3.
kaxas92 wrote...
It was so hard to decide on my favourite map... I went with Glacier in the end. Fast paced-crowded, but really enjoyable.
Beerfish wrote...
So, the big question is why all of this interest in mp map building at this point in time. I would think it would be very early for any ME4 kind of thing. Perhaps ME3 mp was such a success they are going to fast track an ME4 mp before the sp game comes out? (Much howling would ensue). Or this is feeback for Dragon Age mp.
Give it up Jos!
Jos Hendriks wrote...
A couple questions that weren't asked in the poll but that I'm personally interested in knowing your opinions on:
- What are the primary elements that factor into your rating of levels? Suitability for your playstyle? Plenty of ammo/grenades? Defensible locations? Aesthetic? Gameplay variations like hazards?
- What if anything would you want to see more of in the future out of all the levels and elements in the levels? What do you want to see less of?
Guest_BlastoTheEnkindled_*
Jos Hendriks wrote...
My personal favourite will always be Goddess. I just love the way the spaces in that level work out. My least favourite is Glacier mostly because I like levels with a bit more opportunity for longer range encounters. I'm seeing a lot of Ghost Hazard as a favourite in here, but only few elaborate on why beyond it looking pretty. Does the hazard make a big difference in how much you enjoy that particular level?
I do like how people end up on both sides of the fence on some of the levels, Hydra especially.
A couple questions that weren't asked in the poll but that I'm personally interested in knowing your opinions on:
- What are the primary elements that factor into your rating of levels? Suitability for your playstyle? Plenty of ammo/grenades? Defensible locations? Aesthetic? Gameplay variations like hazards?
- What if anything would you want to see more of in the future out of all the levels and elements in the levels? What do you want to see less of?
Modifié par LuckyBullet95, 11 avril 2013 - 04:19 .
Because we're done building things for ME3 MP. The poll is there so we can get a more detailed and concentrated look at what people liked and disliked.Beerfish wrote...
So, the big question is why all of this interest in mp map building at this point in time. I would think it would be very early for any ME4 kind of thing. Perhaps ME3 mp was such a success they are going to fast track an ME4 mp before the sp game comes out? (Much howling would ensue). Or this is feeback for Dragon Age mp.
Give it up Jos!
Yes! Loads!Jos Hendriks wrote...
My personal favourite will always be Goddess. I just love the way the spaces in that level work out. My least favourite is Glacier mostly because I like levels with a bit more opportunity for longer range encounters. I'm seeing a lot of Ghost Hazard as a favourite in here, but only few elaborate on why beyond it looking pretty. Does the hazard make a big difference in how much you enjoy that particular level?
Plenty of ammo tends to come into it - I sigh when I hit Condor or Glacier with a drell adept. Nice that it adds a point of difference, but it means you know you're going to have a struggle on your hands. I think appearance is a factor, too - nobody wants to spend the next 20 minutes on a depressing map - but gameplay wins. I think it's right that different maps should favour different types of gameplay, and they should all have very different flavours, but they should never make a play style redundant, the way hazard dagger threatens to make sniping redundant.- What are the primary elements that factor into your rating of levels? Suitability for your playstyle? Plenty of ammo/grenades? Defensible locations? Aesthetic? Gameplay variations like hazards?
I'd love to see more variety. Moving platforms, breakable cover, I think responsive level design is great. Also, fortifiable positions. It's good to move around, and stay mobile, but I love the idea of finding a room, setting up a biotic sphere, a supply pylon, a turret, and bunkering down. I don't know how possible it is to implement those turrets from single player, the ones that shoot fifty at a time, but stuff like that can make a map feel very different.- What if anything would you want to see more of in the future out of all the levels and elements in the levels? What do you want to see less of?
Guest_Air Quotes_*
Modifié par Air Quotes, 11 avril 2013 - 04:27 .
Guest_Ghostknife72_*
Beerfish wrote...
As for Aestheitcs. It is tough to truly appreciate some of the levels. The game starts so fast that other than obvious things you don't notice how nice they are. Create a feature, either outside of the game or in the game but on a separate menu where a player can load his player and explore a level with no enemies at all. No waves, no credits, just let a person walk around, look at all the scenery and learn the layout of the level.
Guest_Air Quotes_*
Guest_Air Quotes_*
Ghostknife72 wrote...
Beerfish wrote...
As for Aestheitcs. It is tough to truly appreciate some of the levels. The game starts so fast that other than obvious things you don't notice how nice they are. Create a feature, either outside of the game or in the game but on a separate menu where a player can load his player and explore a level with no enemies at all. No waves, no credits, just let a person walk around, look at all the scenery and learn the layout of the level.
This is a GREAT idea.
Jos Hendriks wrote...
My personal favourite will always be Goddess. I just love the way the spaces in that level work out. My least favourite is Glacier mostly because I like levels with a bit more opportunity for longer range encounters. I'm seeing a lot of Ghost Hazard as a favourite in here, but only few elaborate on why beyond it looking pretty. Does the hazard make a big difference in how much you enjoy that particular level? To answer this one besides ghost looking pretty for me it is a true tactical map you have to think about where you want to be and when because of the hazard .
I do like how people end up on both sides of the fence on some of the levels, Hydra especially.
A couple questions that weren't asked in the poll but that I'm personally interested in knowing your opinions on:
- What are the primary elements that factor into your rating of levels? [color=rgb(0, 0, 128)">Line of sight ]or lack of and ease of mobility .[/color]
Suitability for your playstyle? [color="#000080"]Glacier is my favorite as a melee character it suits that playstyle. Dagger and Hydra provide the sniper in me experience because of long range encounters .[/color]
Plenty of ammo/grenades? [color="#000080"]Condor is the map that comes to mind if I have the gear to supplement poor ammo drops it is a a small problem for me .[/color]
Defensible locations? [color="#000080"]Didn't go into thought took for granted .[/color]
Aesthetic? Sets the mood for the map dagger hazard was one of my favorites because of the mood the hazard brought . I do like the fact each map had it's own attitude through design as well as light and sound .
Gameplay variations like hazards? Hazards were a great addition . One thing I would like to have seen was a close quarters map that allowed you to clear a room go down hallways a love it or hate it map .
- What if anything would you want to see more of in the future out of all the levels and elements in the levels? S[color="#000080"]ome of the stuff that was in sp .( sheild generators)[/color]
What do you want to see less of? I can't think of anything .
Modifié par baldmop, 11 avril 2013 - 04:37 .
It's funny I completely agree with why you like and dislike these maps, but lack of dynamic gameplay is exactly why I dislike both Glaciers while the various 'bases' with varied multiple routes for CQC and long range is exactly why I love vancouver.LuckyBullet95 wrote...
Question 1
The layout of the map and how nice the combat flows is a particularly major element in how I rate the maps. Most of my favourite are relative close quarters (Goddess, Jade, Glacier, White) and so have dynamic gameplay which I love. Some of my least favourite maps like London, Rio, Vancouver are either hard to navigate or just the combat just feels off. Another major thing (obviously) is how well theyperform technically. Condor is beautiful map and is great for long range gameplay but it's almost unplayable due to a number of common gamebreaking issues (invisible enemies, system lockup, failure to load in) combined with several other minor problems (the memory leak that prevents you taking cover or climbing ladders aswell as glitchy ammo boxes. Aesthetics aren't that big a deal for mp maps for m,, sure it's great that Condor, Jade, Goddess and Ghost/Glacier Hazard are visually stunning but MP, unlike SP doesnm't really leave too much time to admire the scenery. It's an added bonux to me.
LuckyBullet95 wrote...
Question 2
Firstly every map should be a two grenade map unless they are the size of Glacier or Rio.I'd like to see damage-dealing Hazards that deal a proportional amount of damage rather than a flat point amount. (say the seeker storm does 20% of your total health and shields a secon rather than doing say 300 damage per second. This would make it more of auniversal hazard. Obviously something may need to be done for classes like the Juggernaut which is incredibly slow but it does need to be more universal.I want to see a few more levels as small as Glacier but mostly a focus on maps like Jade, Goddess, White and Dagger which can be played at long range and close quarters with relative ease. Harder to navigate maps like Rio, Vancouver and Reactor tend to be so due to how many collision detecting objects can block your path (Vancouver ahhas so many pipes, walls, boxes and tables that it's quite frustrtating to maneuvr around.same goes for Reactor).
Guest_Ghostknife72_*
Air Quotes wrote...
Ghostknife72 wrote...
Beerfish wrote...
As for Aestheitcs. It is tough to truly appreciate some of the levels. The game starts so fast that other than obvious things you don't notice how nice they are. Create a feature, either outside of the game or in the game but on a separate menu where a player can load his player and explore a level with no enemies at all. No waves, no credits, just let a person walk around, look at all the scenery and learn the layout of the level.
This is a GREAT idea.
Or have a shooting range possible on any map. Or "cardboard" targets that flip up and down.
Guest_Air Quotes_*
Ghostknife72 wrote...
Air Quotes wrote...
Ghostknife72 wrote...
Beerfish wrote...
As for Aestheitcs. It is tough to truly appreciate some of the levels. The game starts so fast that other than obvious things you don't notice how nice they are. Create a feature, either outside of the game or in the game but on a separate menu where a player can load his player and explore a level with no enemies at all. No waves, no credits, just let a person walk around, look at all the scenery and learn the layout of the level.
This is a GREAT idea.
Or have a shooting range possible on any map. Or "cardboard" targets that flip up and down.
Yes, another great idea. There are so many times when I unlocked a MP weapon and found out it performed slightly different than the SP version. At least in the SP you had the Spectre firing range. I think that would be great in MP too.
Maybe combine the walkthrough idea with pop-up targets? You could test the level out and weapons at the same time.
1. I chose White v2.0 as I feel it gives more options to flank the enemies, it has several defendable positions and you can also run & gun if you chose to do so. I'm not very fond of hazard versions because casters and snipers are somewhat gimped on these maps. Atmosphere/lightening plays a role, but if I have to chose between 2 maps, I'd take the ugly one that gives me more gameplay options.Jos Hendriks wrote...
A couple questions that weren't asked in the poll but that I'm personally interested in knowing your opinions on:
- What are the primary elements that factor into your rating of levels? Suitability for your playstyle? Plenty of ammo/grenades? Defensible locations? Aesthetic? Gameplay variations like hazards?
- What if anything would you want to see more of in the future out of all the levels and elements in the levels? What do you want to see less of?
Modifié par Cohen le Barbare, 11 avril 2013 - 04:55 .
Ammo boxes were just the cherry on the top of the Menae moon-mud pie of condor. Enemies almost always have a perfect line of sight on you, objectives were always a pain, but pusher enemies(dragoon, bomber and seekers) made it so much worse as hard cover is pretty useless here and soft cover is in terrible spots to stop.Spencercl wrote...
Many people hate Condor due to the poor ammo boxes that we think of as glitched. What if there was lore released with that map stating that due to limited resources ammo is scarce on Menae? That would be a twist that makes the map interesting instead of frustrating. It would have been (or is) our first hazard map.
The speed of combat is a big thing. I like to be able to put pressure on the enemy, and I like the enemy to be able to put pressure on players. That's why smaller maps like Glacier are awesome. It's best to have room for both long range and close range engagement, though, so stuff like Goddess is probably better (although Glacier has too many fond memories to be discounted).Jos Hendriks wrote...
A couple questions that weren't asked in the poll but that I'm personally interested in knowing your opinions on:
- What are the primary elements that factor into your rating of levels? Suitability for your playstyle? Plenty of ammo/grenades? Defensible locations? Aesthetic? Gameplay variations like hazards?
- What if anything would you want to see more of in the future out of all the levels and elements in the levels? What do you want to see less of?
Is it useless though? Or does it lead to a small crevice in the dark where there's exterior environmental controls? Or a vent? We will never know.Zero132132 wrote...
Also, in the future, put less random, useless ladders to nowhere. I mean, if you're not too busy. Still wish I knew who originally designed White so I could ask about that...