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


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#351
cgj

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jade, goddess, ghost were awesome
but hazard ghost took it to another level
its got the best ambiance, the best graphics, and the hazard adds a lot to how the map plays out which is amazing because this map already offered so many possibilities strategy wise (you have a lot of switching from indoor to outdoor, from open space to cqc areas, plenty of well placed cover and windows in the buildings and plenty of different elevated grounds (including spawn points).... and that's without some sort of piercing... ever tried the javeling on this map ? it's brilliant)

Modifié par cgj, 13 avril 2013 - 12:31 .


#352
me0120

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The maps I like all make me feel a certain way.

For instance, despite the fact that I hate playing on Condor due to the difficulty I love that it gives you the feeling that you are part of a much bigger war, one that might not be easy to win. The surroundings and difficulty all tie that map in together very well. I feel very much the same about London.

GIant seems to pull together my thoughts on Krogans very well: simple, crude, and rustic. The scenery and look easily give it the rustic part. The layout gives it the barebone simplicity that I expect.

Reactor Hazard is just fun. Reactor already has a great layout but with the added emotional response of locking or being locked in the reactor it's much more enjoyable.

White had a definite replayability factor to it. After playing it so many times in the demo it became almost homely. A simple, yet fun layout.

#353
Rolenka

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Jos, that hack circle in the middle of Goddess, in the lower area with all the potted plants, is NOT FAIR. Srsly. You're cheating.

But ever since playing the ardat-yakshi monastery, I hoped there would be a MP map based on it. It's so pretty. :)

Hazard Reactor is brilliant. :) I'll join in the applause for the changes to White. It not only stopped camping, it went further and made it a much better map.

I'm sorry, London is too linear. There are also a couple of spots that should be cover but aren't. And what looks like it would be a sniper area has very poor visibility -- enemies are usually all dead before wandering into view. I guess they can't all be Dagger, but with the mish-mashed boxes and so little elevation, London is even harsher to long-range combat than White. It's more of a homogenous battlefield than other maps with clearer boundaries and positions.

Maybe you had no choice but to reuse this area from single player. It was designed for Shepard to fight for inch by bloody inch from one side to the other (well, to the middle), and it shows.

Rio (I know you said this was another designer)  is linear too, but it works better there. Maybe because it plays more with elevation and has more defined paths. You can cross perpindicular to the map here on these stairs or ladders, but not over there across that gap. Here are some parallel paths at different levels. This side has loose cover. That side is a maze.

One of the hallmarks of good MP map design is having lots of routes to lots of places, and Jade knocks this out of the park. There's almost always an alternate route when things are hairy, and clever players can flank enemies before they are all dead. The areas are all very distinct from one another, too.

Modifié par Rolenka, 13 avril 2013 - 12:46 .


#354
SeasonedTurtle

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Warning: The following wall of text may be damaging to your eyes. Proceed at your own risk.

- 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 any playstyle is definitely a factor. Giant and White score highly because of this; Glacier is a pain if you want to snipe though. Don't get me wrong though, small maps are nice to have mixed in.

Grenade availability didn't really come into consideration when I took the survey because even on the old maps I would just suck it up and visit the boxes more frequently (and I STILL don't end up using Thermal Clip Packs) - a minor inconveniece given other annoyances.

Defensible locations... hmm. Well defensible locations are nice and all, but I think the main factor is really cover. Maps with a lot of half-height objects that force you into using "hard" cover tend to score less in my opinion, mainly becuase the game is trying hard to get you out of it. Small objects that sort of randomly dart out of walls (or that create a mini-maze in an open area) are incredibly frustrating as well due to the omni-button. I can't tell you how angry it made me everytime I got caught on that support beam thing on the wall when exiting the camping area of the original Firebase White. Reactor also has small cover things that randomly come out of the railing and such. They would serve no purpose in real life - at least use a crate or something! The other issue is transitions between map sections and the lack of cover. Now typically, map sections are divided by walls and rooms that let you go around corners for safety, so it's hard to mess this up, but it is possible. Condor for example, has none of this when you move up from the low elevation areas. You go up the ramp and immediately get shot by anything in range, or worse, sniped by Geth Primes. Portions of Hydra and London are similar. Dagger, Ghost, White and the like are the opposite.

The look and feel of maps can also really set the tone. Condor is just dull, kinda like Visual Studio 2012, it's 50 shades of grey(ish-blue). In turn, you then have to spend more mental processing time figuring out where those enemies are. Giant (Night) is also pretty dark, but Ghost (Acid Rain) has just enough lighting to make it also look awesome - while backlighting distant enemies. I also like what a previous poster said about being in a location instead of a map to shoot things. This is why I like Goddess, and in general, other open maps like Jade and Vancouver.

Hazards are just plain fun to have, but there's a catch. Do not have it unequally affect the player vs the enemies. I'm looking at you Dagger (Sandstorm). That's just irritating, and between stunlock, press-A-for-everything, and the RNG store, my plate is full. Seperately, the giant ball of bees on Glacier has the same problem as Praetorians - they can sneak around like friggen Sam Fisher and assassinate you in the back, but without the cool animations.

- 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?

Dynamic maps. Whether that's from weather or objects you can interact with like the Reactor core. Map destructibility would also be cool. Like Battlefield 3, I'd rather have weapons punch holes in my cover to force me to move than deal with "dumb" AIs like Geth Bombers or lol-goons that run up and rotate between smash and heavy melee. Plus who wouldn't like to see an Atlas blast a hole in a wall and walk through it.

Modifié par SeasonedTurtle, 13 avril 2013 - 12:54 .


#355
The Makr

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I like all the Hazard maps with White at the top of the list. I also like Goddess, Jade, and Hydra.

Don't like Reactor, but I actually DO like Condor except for the lack of NADES.

#356
Nicegil2012

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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?


More interactions with the map and enviroment and have enemies spawn in different ways. Drophips, through doors, etc.

 My favorite map would be Ghost and Hazard Reactor.
Least favorite would be Condor, I like the map but it is buggy. 

#357
Lyrandori

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I think that my three favorites are Goddess, White and Condor, in no particular order. And I don't see why so many seem to dislike Condor, it has enough open space for long and medium range weapons and powers, good cover locations, terrain elevation, superb atmosphere of Reaper war going on, it's just awesome overall. I really like White's layout, makes solo'ing easier (for me anyway) and is overall small enough to "force" enemies into taking paths that you want them to take if you're solo'ing (overall just love it for solo'ing). As for Goddess I just really like it overall, namely layout, atmosphere, colors, cover locations, it's just nice.

If I had to pick just one I think it would be Goddess, since overall it's just great (I like White's layout and map size for solo'ing, but the rest ain't so good, like the atmosphere or colors, it's rather boring visually). And even though I do really like Condor I have to say that I do have more situational problems with it when I play specific classes, when on the other hand Goddess is just good for pretty much all classes that I've tried so far in the map anyway.

My least favorite is probably Dagger Sandstorm. I dislike most hazard maps anyway, the only hazard maps I don't mind much is Ghost and Glacier, the others are just annoying stuff. I don't mind Ghost rain or Glacier seeker swarm since at least those hazards can also damage the enemy and not just annoy the player. In the sandstorm of Dagger and snowstorm of White the A.I.'s aiming or detection range isn't affected at all, they still know where you are and only the players themselves are affected. At least with the rain and seeker swarms the mooks lose their shields too or the swarm can kill them so I don't mind that much, but I don't like those maps much anyway (regular versions or hazard).

So... yeah, favorite, I'd go with Goddess.

Modifié par Lyrandori, 13 avril 2013 - 04:24 .


#358
FlowCytometry

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Jos Hendriks wrote...

- 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?

To the first question: a bit of everything.
I dislike maps that overly reward one playstyle, but I am biased against sniping cause I'm not as good at it.
Ammo crate imbalance I think was a poor design decision on part of all the maps- ammo return should be better normalized, imo, but the grenade system itself became quite a mess in ME3 MP.
Aesthetics played a lesser role in it, though still somewhat important to me in keeping the maps varied and interesting to play on.
Hazards were polled separately, but I generally disliked them aside from some of the aesthetics.
I like balanced maps, but realize that not every map can be balanced simialrly or they start to look similar. Generally hated maps w/ not enough more than waist-high cover that allowed for too much cross-fire (London being the main culprit; that map makes me rage).

To the 2nd:
Some of my wishes: Better ammo crate/nade balance (and a better grenade system in general), no places people can stand or hide to circumvent game mechanics (though the SK system is pretty poorly designed, imo- like the grenades that's another topic). More balanced objective placement (some caps and hacks are easy, others are infuriating- ie. out in the open w/ almost no cover or in an exposed corner, or w/ little good cover available) so objective waves feel less up to chance. No hazards that blind players only using certain abilities (feels unfar to some kits, and is very irritating to the eyes). Make ladders less buggy (stop working, character gets stuck, etc).
Else, just have fun and be creative, as I know you guys can be. Good luck, and thanks if you took time to read.

#359
Kinom001

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If nothing else I think that 15 pages, so far, of responses shows the amount of emotional investment a lot of players have for the multiplayer. Personally, I think that's great.

People talk of Hazard Dagger's ambiance, which, make no mistake, was amazing, but I thought that it was one of the few "hazard" maps that provided a real hazard. One that affected both the enemy factions as well as the team. Hearing the Nemesis squawking while stuck in the rain was hilarious the first couple of times I heard it.

#360
Versus Omnibus

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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?


-The important factors for are 1. navigation (how easy it is to move without getting stuck on something); 2. engagement (how quickly I can find and engage enemies); 3. range (how much space I have between me and the enemies).

To me the maps that I liked in regards to my factors are Jade, Goddess, and Hydra.

-What I hope to see less of the poor lighting in maps like London and Condor which made it difficult to find enemies; cramped areas like Glacier where I barely had any room to move or snipe; and uneven terrian like Vancouver where I always got stuck on something.

What I hope to see more are the hazard levels! The acid rain of Ghost is by far my favorite because it increases the danger by draining my shields and forces me to think on my feet more often when dodging enemy fire. The hazard I like less is giant mostly because nothing happens.

#361
gilgamesh v9

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Jos Hendriks wrote...

ElusiveOneN7 wrote...

I take it Jos Hendriks does all the maps then? Pretty talented dude for sure. I would go on about how awful Condor is, but if the same guy who made it is also responsible for Hazard Ghost, then hes cool with me. I won't lie though, I only liked the visual change, as the rain itself eating my shields didn't make the match more exciting, it was just another thing to worry about.

If I could suggest, maps really need more foliage. The Prime Evil map from the Armax Arena is a perfect visual template on what my favorite map could look like. Also, rain makes everything better.

I cannot take credit for all the levels. Next to the fact that any level takes an artist or 2, an audio designer and QA next to level design, I've made/worked on all of the DLC levels. Vancouver and Rio were mostly done by other designers, and the Ghost and Glacier hazards were also done by another designer, but all the other DLC levels were largely mine. (including the edits to White and Glacier)


So what you're saying is that you worked on the good ones? ;)

#362
Deerber

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Jos Hendriks wrote...

ElusiveOneN7 wrote...

I take it Jos Hendriks does all the maps then? Pretty talented dude for sure. I would go on about how awful Condor is, but if the same guy who made it is also responsible for Hazard Ghost, then hes cool with me. I won't lie though, I only liked the visual change, as the rain itself eating my shields didn't make the match more exciting, it was just another thing to worry about.

If I could suggest, maps really need more foliage. The Prime Evil map from the Armax Arena is a perfect visual template on what my favorite map could look like. Also, rain makes everything better.

I cannot take credit for all the levels. Next to the fact that any level takes an artist or 2, an audio designer and QA next to level design, I've made/worked on all of the DLC levels. Vancouver and Rio were mostly done by other designers, and the Ghost and Glacier hazards were also done by another designer, but all the other DLC levels were largely mine. (including the edits to White and Glacier)


Then you did very good things and some not extremely good, in my opinion, as all the human beings...

But there's one I would like to thank you for, in particular. White redesign. Pure genious, if you ask me. Turned a boring as hell map into one of my favourites with a couple of simple changes. Kudos! :happy:

#363
ka243

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Just finished the survey. I also wish there had been a general comments section and a question to rate maps overall. I love that there wereso many maps and a map challenge. I definitely think some maps should be reused in me4mp. Why reinvent the wheel if theresalready a good thing? New maps too of course. Its too bad that some maps are seldom played due to them being too moch harder than others. Also an advanced search function for quick match would be ideal. We really should be able to, say, search for platinum matches on any map but rio condor or london for example or any enemy except collectors...
I absolutely love this game and wish it were still supported. I hope me4mp will have weekend ops that continue after the game support stops too. For example, the ops could just be on a cycle. Those were a lot of fun and could beused to encorage people to play more maps / specific maps. The challenge system was also a great addition to encourage varied map play.

#364
your-friendly-noggin

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I've seen a few people now complaining about getting trapped on the environment on Vancouver, which is really confusing because it has so many wide open spaces and pathways. Unless people just aren't looking in front of them?


Kinom001 wrote...

If nothing else I think that 15 pages, so far, of responses shows the amount of emotional investment a lot of players have for the multiplayer. Personally, I think that's great.

People talk of Hazard Dagger's ambiance, which, make no mistake, was amazing, but I thought that it was one of the few "hazard" maps that provided a real hazard. One that affected both the enemy factions as well as the team. Hearing the Nemesis squawking while stuck in the rain was hilarious the first couple of times I heard it.

Psst you meant hazard ghost.