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 .