For me, it's primarily the suitability of the map to my playstyle, which in my case equates to defensible positions. Environmental considerations, such as the hazards of the multiplayer maps, or the destructible/liftable cover, cliffsides, and explosive objects of the previous ME games, are also a major factor.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?
I may get a lot of hate for this, but I'm one of those weirdos who actually enjoyed White/Geth/Gold farming before the map was changed. Holding a strong fixed position against overwhelming odds is my preferred playstyle. And that particular combination offered the perfect level of challenge for me, as enemies on Silver are too few and not sufficiently aggressive and Gold has such a high proportion of "boss" enemies that most other map configurations are more stressful than I'm interested in playing.
In the future, I'd personally like to see defensive tactics become useful again - instead, make it more difficult to complete objectives if players refuse to deviate from them. For example, one of the things that made assassinations simple on W/G/G was the fact that the targets would walk right into your crosshairs - ironically, it was more difficult to complete this objective while playing defensively on Silver because enemies were less aggressive.
So why not make the assassination target move away from the players instead of towards them? Maybe assign it some bodyguards as well. Similarly, spawn an enemy squad in on top of a hack objective so that the players have to defeat it before they can bunker down and defend the position.
More interactive terrain would also be welcome, especially destructible objects. Do you detonate that gas tank now, or do you save it for a dangerous target while risking it going off when you're sitting right on top of it? Shoot up that cover so that nobody can make use of it, or wait until the enemy thinks they're safe before you take it away from them?





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