Aller au contenu

Take the Bioware ME3MP map survey yet? Only up for 1 week!!!


363 réponses à ce sujet

#276
CHAw

CHAw
  • Members
  • 499 messages

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?

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.

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?

#277
kaileena_sands

kaileena_sands
  • Members
  • 1 489 messages

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?


Goddess is also a personal fav of mine, in its comment I wrote it's the most gorgeous map of the pack (it really is). But Ghost (vanilla or Hazard) is and will always be my fav map. Btw Jade is also your map, if I am not mistaken, right? You definitely win the award for most beautiful maps with the most unkind hack objectives:P

As for scores, my top factors were:

1) Does it allow flexibility of playstyle?

- even though it is natural (and of course, it's part of the fun) for certain maps to be more for ranged-styles chars, and some to be for CQC characters, I like maps that allow for both playstyles. That's why maps like Ghost (or another fav of mine, the redesigned FB White) are really fun to play on - you know that you'll be having fun no matter whether you take a sniper or a melee Krogan.

2)Visuals/aesthetics.

- yep, it does matter indeed. I am sure that maybe I wouldn't like Goddess so much, unless it was stunning

3)Bugs

- the bugs of some maps like Condor really dropped their scores. I also think I wrote that Condor needs to be burned with fire or something. xD But really, Condor could have been a favourite map, if it wasn't for the issue when you get stuck at the loading screen. Or its ammo crates from hell. Or every other bug on that map.

Another, minor deciding thing: Even though, basically, most maps are just a circle you run around, I like the maps that feel different/more spacious. For example, Jade. It's a tiny map in reality, but it feels really open-spaced, and more... interesting? I love Rio's design, too, with its lane-like structure. Goddess has the same feel, too, and Ghost, too. Vancouver, in contrast, has always felt like a hamster-wheel to me (even though it's not a bad map).

#278
solidprice

solidprice
  • Members
  • 2 146 messages
My personal two cents for the topic:

 Favorites: Giant Hazard, Glacier, Dagger and Hazard Ghost.:D

Worst map: Condor. Hands down.:sick:

Modifié par solidprice, 11 avril 2013 - 06:50 .


#279
MacGarrus

MacGarrus
  • Members
  • 397 messages
Ghost Hazard: Best map ever.
Condor: Worst map ever.

Ghost Hazard has a mix of close and long ranged locations so every class has equal opportunity to excel there. It's also got a fantastic atmosphere and the acid rain keeps you from using the same locations most people sit in on normal Ghost, namely the area closest to the LZ, facing the central open area, meaning you experience the map in a whole new way. Also, the hazard affecting the enemies too makes it both a help and a hindrance, as an environmental hazard should be.

Modifié par MacGarrus, 11 avril 2013 - 06:52 .


#280
Silent Indignation

Silent Indignation
  • Members
  • 118 messages
Hazard maps are all superior.

I did the survey and left detailed comments. I'll take this as a good sign that they are using the input to develop future multi player games.

#281
Uchimura

Uchimura
  • Members
  • 4 762 messages
omg.. Jos Hendriks! Please come back and make a new map pack for us!



Just kidding.... (no, I'm not)

Modifié par Uchimura, 11 avril 2013 - 06:58 .


#282
puldalpha

puldalpha
  • Members
  • 658 messages
My only major complaint on the hazard maps deal with Dagger & White with the visibility. It doesn't seem logical that the nemesis across the map is able to see me perfectly while i can hardly make out her silhouette through the sand/snow that's blowing.

#283
1991jt

1991jt
  • Members
  • 13 messages
Favorite: Hydra and Jade

Least favorite: Goddess and Vancouver

#284
ss9876

ss9876
  • Members
  • 58 messages

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 think in the case of Ghost, the hazard is really appropriate for the layout of the map. You are never far from an indoor area, so the acid rain doesn't break the flow of the level - you still have choices when running from building to building.

I'm not sure the acid rain hazard would work so well in other levels (e.g. Giant) which don't have as many different indoor areas. In other levels, it might break the flow a bit more.

On the classic version of Ghost, I tend to start each round mainly in the outdoor areas. The hazard version does make you take up different positions (and makes you think before you venture outdoors), which makes it feel different enough. The hazard stopping and starting on certain waves is also a nice idea.

In terms of ratings, I think some of the criteria for me would be connectivity and pace of the game. i.e. when running around, does it feel like I have a choice of routes - e.g. Ghost / Reactor vs Condor / Vancouver. I don't enjoy games that are slow beyond a certain point - Rio often feels too slow, which isn't to my taste. Most of the maps play at a decent speed.

I'd also suggest greater incentives for people to play random maps / factions. I think incentives for gameplay variety will help keep people interested longer than credit farming. I'm not saying that credit farming is wrong - however, I think it would be better for people to have fun earning credits.

Personally, I think the maps are quite good. Would be quite happy for them to brought forward into a future multiplayer title, with a couple of exceptions.

#285
ArcaptSSX

ArcaptSSX
  • Members
  • 713 messages
Survey complete! I ended up glorifying re-designed White (fantastic), Ghost (Hazard&vanilla), bashing on Condor and Dagger Hazard.


- 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 say 80% gameplay, 20% aesthetics. Mostly how "fluid" the map feels: being able to pick fights in the open or play with cover a lot; switching from offence to defence, or guerilla tactics.
I have to say i have a thing for Hazard Glacier and Hazard Ghost, both in visual terms and gameplay: these are impairing hazards, pressuring how the map is played, but not as stupidly impairing as visual hazards on Hazard White and Hazard Dagger.
Other factor: how much of a fight over ammo it implies. Condor and Hazard Dagger feel like you're either deprived or depriving your squadmates. I absolutely detest that.
Last but not least: how well the map plays against Geth/Collectors. Some open maps are a cruel nightmare on plat. I expect some challenge, yes, but it feels too unfair at times. I'm notably thinking Hydra and Condor there.

- 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?


Perhaps some verticality to them. While there are different levels on most maps, it still feels on the same plane overall. I'd also like the visual hazards to be localized and not necessarily on all maps at the same time. Hazard White and Dagger feel like waste of a good map slot whereas i like/love the originals. I also felt that i'd like some more personality to them. For instance Jade doesn't feel like a jungle map very much, it just feels like a neat salarian facility. Nature has little place in anything but the background of these maps: it's mostly catwalks and corridors.

Modifié par ArcaptSSX, 11 avril 2013 - 07:23 .


#286
brad2240

brad2240
  • Members
  • 703 messages

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 hate Ghost Hazard with a passion, and it's precisely because of the rain. It makes me feel like I need to stay indoors and that just makes the map feel cramped. I freely admit I could be doing it wrong, but I die a lot more there than on regular Ghost. I refuse to even play it with some characters. Although, yes, it is one of the best looking maps in the game.

To answer your questions...

Aesthetics plays a part in my enjoyment, yes. Condor is my least favorite map and one reason is because it's visually dull. But the main reason is because it feels like there is no good place to fight or retreat to. It feels like it gives every advantage to the enemies, because they seem to spawn everywhere, and lets them shoot you from anywhere at will.

Lack of ammo and grenades is another reason it's not a fun map for me to play.

Conversely, Giant is probably my overall favorite map. It's got enough open spaces to suit a longer range playstyle, enough close spaces for CQC, and places/cover to retreat to if needed. I think it's a fabulously designed level.

As to hazards, in general I enjoy the hazard versions of maps less than the regular.

I'd like to see more large maps with designs like Giant with plenty of cover and suitable to both long and short range fights, and not like Condor or London where it's just so open that you get shot from everywhere.

I'd like to see less visual hazards that don't effect the enemies. It makes Hazard Dagger and Hazard White much less fun when the enemies can see me but I can't see them beyond arm's reach. Those hazards (especially White) also interfere so badly with powers that have visual components, like Adrenaline Rush or Krogan Rage mode, that it makes using them detrimental. I'd like to see that fixed.

#287
N7 Mizuko

N7 Mizuko
  • Members
  • 20 messages
Ghost Hazard was definitely my favorite. Not only did it look amazing, but the hazard did a lot to change how I played the map. The hazard could be an advantage as well as a disadvantage, since it stripped enemy shields and barriers as well as your own. It also made movement through the map more of a consideration, especially for squishier classes. I also liked Ghost to begin with, because even though it might have favored ranged a bit, there were still plenty of advantages for CQC.

#288
Viper371

Viper371
  • Members
  • 287 messages

- 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?

Suitability for my playstyle.

- 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?

Less of: cramped spaces.  It's a nightmare in platinum and a real challenge in gold, just because you're constantly surrounded, and it's difficult to reach the ammo boxes with so many ennemies around.

More of: Places where I can snipe & places where there is a distincitve aesthetic.

#289
Tsouks

Tsouks
  • Members
  • 184 messages
Hi everyone.
Hazard Giant for me between hazard Ghost by a very small margin.

#290
P51Mus7ang

P51Mus7ang
  • Members
  • 4 745 messages

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?


I personally like Jade, especially platinum and holding the lower side or running and gunning, ammo crates are in perfect spots, it's one beautiful map, objectives for the most part are great, except the four location, putting one in the centre of the lower level makes for one super tough time even with a strong team.

I also like Ghost, lots of places to hide, beautiful map and lay out....I actually like Condor however there are so many bugs it's next to impossible to get a full team in there and if you do, not experience problems.

Larger maps would be great, I am personally not a fan of Glacier as it's so small and tight, the revised White is very good even though I consider it one of the smaller maps.

For future, more larger maps, alley's etc are a lot of fun to play.

#291
Zero132132

Zero132132
  • Members
  • 7 916 messages

Jos Hendriks wrote...

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...

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.

Well, we can see that it heads to a tiny dark area, but it's too small and steep for anyone to realistically make their way up, and I can't see any access panel... Damn it, Jos, what are you hiding from us!

But seriously, if objectives are similar next time, try to make objectives difficult in ways that don't make them frustrating. If there weren't so many enemies that can stun you constantly if you're in the open, it wouldn't be quite as annoying, but some of your objectives are downright mean. :crying:

#292
Spencercl

Spencercl
  • Members
  • 162 messages

llandwynwyn wrote...

I'm probably the only person that voted Condor as a favorite map.


Nope

#293
Major Durza

Major Durza
  • Members
  • 1 913 messages
Done when I saw it on the BW blog. I loved Giant hazard the most, because Giant is already one of my favorite maps and the darker atmosphere and coloring was just plain awesome. Need more night maps.
I love Giant because there are areas where you need to plow through at mid range, some close quarters craziness, and a few good sniper areas (relatively speaking, these maps are overall rather short range). Love it because of the many different types of positions available that either need to be cleared or good for a "hold the line" sorta defense. Love the diversity

Second was FB white redo, love it, second favorite map to do on Platinum. Love the layout. Great for close quarters with a little mid-range combat thrown in there, and lots of room to manipulate enemy movement (would be better of pets worked more efficiently).

#294
sliverofamoon

sliverofamoon
  • Members
  • 1 297 messages
Favorite: London, and a close second for me is Giant.
Worst: Condor

I love everything about London map, and I loved the look of Condor, but all the bugs in cover, ammo crates, and invisible walls just kills that map for me. Every time I get it when choosing random maps I groan

Modifié par sliverofamoon, 11 avril 2013 - 08:11 .


#295
Karnor00

Karnor00
  • Members
  • 51 messages
My favourite was Glacier - nice and compact with lots of action.
Least favourite was Condor.

#296
tomnmillie

tomnmillie
  • Members
  • 59 messages
Seriously, what's up with the low res moon in London??? Has something unspeakable happened to it in the future, ala Thundarr the Barbarian? Of course, if it's unspeakable, I guess you can't speak of it. Still...

Modifié par tomnmillie, 11 avril 2013 - 09:07 .


#297
tomnmillie

tomnmillie
  • Members
  • 59 messages

Zero132132 wrote...
But seriously, if objectives are similar next time, try to make objectives difficult in ways that don't make them frustrating. If there weren't so many enemies that can stun you constantly if you're in the open, it wouldn't be quite as annoying, but some of your objectives are downright mean. :crying:


And make no sense. Pilot ejected his hard drive and it needs to be retrieved. Um, a giant backpack sized hard drive? I can hold a terabyte easily in my hand these days. I'm thinking that far in the future and that size, you can hold enough data to model the entire universe, and if that's the case, does the hard drive also contain itself???

Ooooooh.That.just.happened!

Modifié par tomnmillie, 11 avril 2013 - 09:16 .


#298
Mystical_Gaming

Mystical_Gaming
  • Members
  • 647 messages
I really have no maps I hate. I do however don't care much for glacier or white. I'd rather play on challenging maps like condor than farm on crap white all day.

#299
MGW7

MGW7
  • Members
  • 1 086 messages
I feel that controlable aspects of maps is important, but the enemy needs to be able to control them as well, if all four players are hacking in the reactor it should inspire M. Sheilds into action to try to lock and deep fry them like they did to his buddies in the last wave, otherwise it is only hazardous if the other people want to kill you, and it does little if the reactor never gets vented the whole game.

#300
Nitrocuban

Nitrocuban
  • Members
  • 5 767 messages
Should we feel a little sorry for the dev that made Condor?
Poor guy must be crying his eyes out right now.