Take the Bioware ME3MP map survey yet? Only up for 1 week!!!
#176
Posté 11 avril 2013 - 12:05
#177
Guest_LineHolder_*
Posté 11 avril 2013 - 01:13
Guest_LineHolder_*
#178
Posté 11 avril 2013 - 01:39
Mondhase wrote...
Shin-Anubis wrote...
Sad, that I can only pick one favorite map. So many great ones. Ghost Hazard for me. Would've been Condor, if it wasn't so bugged.Ghostknife72 wrote...
I'm curious if anyone really liked Condor (bugs aside)
*raises hand*
Me too! I mentioned that it's bugged, but otherwise I love it.
Me, as well. *raises both hands* I love that map.
#179
Posté 11 avril 2013 - 01:59
Good thread...
#180
Posté 11 avril 2013 - 02:00
London has the same rectangle map chase the spawns syndrome, but isn't quite as bad in that regard simply because it's so open that you can see the spawns from half the map away (and thus get shot from half a map away). Kind of limits movement options on a CQC focused character.
Condor is basically a map where things can quickly go to hell if you aren't with a decent team that can maintain map control, especially the center area during objective waves. Not too terrible with a mildly competent team or better.
Ghost Hazard for the only Hazard map that actually felt like a Hazard and played significantly different than the normal version of the map. Glacier Hazard is usually just a mild annoyance. I didn't even know what the difference between normal Giant and Hazard Giant was besides 2 grenades per ammo box until the survey said it was a night map.
Modifié par Vortok, 11 avril 2013 - 02:02 .
#181
Posté 11 avril 2013 - 02:06
least fav: goddess
#182
Guest_Ghostknife72_*
Posté 11 avril 2013 - 02:32
Guest_Ghostknife72_*
Vortok wrote...
Rio for worst, not even considering box of shame. It's a long rectangle map (always had poor experiences with those) which basically means you spend half the time running back and forth across the map to find spawns. Also, some people like to camp in the center and get shot from 20 different angles instead of finding some actual cover. Then you have to venture into the crossfire zone of doom to save them or play a man (or 3) down for the wave. So it's often annoying to play the map with a weak or strong team.
London has the same rectangle map chase the spawns syndrome, but isn't quite as bad in that regard simply because it's so open that you can see the spawns from half the map away (and thus get shot from half a map away). Kind of limits movement options on a CQC focused character.
Condor is basically a map where things can quickly go to hell if you aren't with a decent team that can maintain map control, especially the center area during objective waves. Not too terrible with a mildly competent team or better.
Ghost Hazard for the only Hazard map that actually felt like a Hazard and played significantly different than the normal version of the map. Glacier Hazard is usually just a mild annoyance. I didn't even know what the difference between normal Giant and Hazard Giant was besides 2 grenades per ammo box until the survey said it was a night map.
You know, I thought the same about Rio at first. But it is a GREAT map for sniping. Long straight lanes. I finished my Kishock challenge on Rio. Hydra is another good one for that.
Or just say screw it and run around Glacier with a charged Kishock and shoot 'em in the face. Always fun to watch a Phantom fly off the LZ screaming.
#183
Posté 11 avril 2013 - 02:38
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 Jos Hendriks, 11 avril 2013 - 02:39 .
#184
Posté 11 avril 2013 - 02:40
Least Favorite: Condor
#185
Posté 11 avril 2013 - 02:41
DiBiasse wrote...
Hazard Ghost was my favorite for the stunning visuals and a genuine 'hazard' that impacts strategy.
Same, and I told them so. Jade a close second.
I really like the layout of Condor; if it weren't for the bugs, it would be a good map.
#186
Posté 11 avril 2013 - 02:45
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 gave detailed comments one each maps
#187
Posté 11 avril 2013 - 02:47
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?
A combination of everything, but, for me, its core is the balance and ratio of open ground/areas vs cover. Its a fine balance to tinker with, too much and it forces people to camp, to little it forces people to go on a wilderness safari through the corridors.
#188
Posté 11 avril 2013 - 02:50
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?
On Ghost hazard: The area denial is interesting in that map and creates a kind of got to snipe enviroment at times, but I'd rather have a map that changed shape randomly as a form of area denial than the Hazard rain. Like a cube that became bigger and smaller after every wave and completely randomized cover. But that's just me oh and Ghost is indeed one of the better eye candy maps.
- I love the fact that many if not all maps have at least some semblence of long range, mid range gunplay, my style of play is extremely common and ordinary, I don't do CQC that much so I do prefer the bigger maps. More ammo and grenades is always a joy. Defensible locations: Giant is perfect for this the LZ and the bunker up top create a position where you need to have some semblence of team coordination to hold it and not get flanked gotta split up and cover all the entrances so yeah that does factor into it.
- I wish to see the old maps return as Vintage maps if possible in ME4, FB reactor in particular, it's got cover, great for Javelin sniping if your team allows that type of gameplay to happen, Reactor is also a donut shape with at least 2 exits from any situation. It's got a lot of options to play around with imo.
- I'd like more hazards and if possible a flashlight level or 2 with jumpscares.
- Also enviroment easter eggs like the cake and stuff in Vancouver is fun, I wish for more of those.
-Also totally unrelated but music in MP would be charming and if music is not possible Ambient sounds like Pyjak noises in Jade for example subtle stuff like that give a lot to immersion for me.
Well that's my rambling prefrences.
Modifié par Ziegrif, 11 avril 2013 - 02:52 .
#189
Posté 11 avril 2013 - 02:50
It's hard to choose a favorite, but the first time I played Dagger with the sandstorm against the collectors I was seriously creeped out. Also love the blizzard on White and the acid storms on Ghost. And Vancouver for the vertical aspects of the battlefield.
Least favorite is Glacier and hazard Glacier. It can be frustrating for me at higher levels of difficulty when you can't get up, use rockets, or medi-gel due to constant staggering and swarms; it's like a knife fight in a closet. I still enjoy playing it, however.
#190
Posté 11 avril 2013 - 02:51
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?
I added comments for alot of my survey responses regarding these things.
I like a level that gives you and the enemy an equal opportunity to use terrain to their advantage. At least one open part in the level, a part with raised terrain and a part with nooks and crannys. Overall I think you guys did a fine job of providing a good mix of maps. An important thing that needs to really be though out is how will the players and the opposition use the level. For example the collectors, the way they behave and the abilites they have are simply too overpowered for some levels imo. I think the placement of ammo boxes was just fine for pretty well all the levels but they have to produce the same amount of product, having ones on one level give you a certain amount and then the condor ones is not good.
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.
The hazard levels were cool but I enjoyed them much more when they were on a rotating basis. They add a huge boost to diffuclty so players who are not elite (as in most of the player base can have a terrible time on them.)
This is not strictly map related but in the menu choice I still would like an 'anything but' choice for maps and opponents.
#191
Posté 11 avril 2013 - 02:52
#192
Posté 11 avril 2013 - 02:52
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?
Please no more low visbility Hazard Maps like Hazard Dagger and Hazard White, those maps are just not fun to play at all especially with my luck when they seem to appear the most when I search or host an Unknown Unknown game. Also can you please make sure the ammo boxes all give the same refresh rates across all maps and 2 grenades each at least.
#193
Posté 11 avril 2013 - 02:52
Jos Hendriks wrote...
- What are the primary elements that factor into your rating of levels?
Read the survey results and you'll find out.
In seriousness, I went by the criteria you asked about in the survey, but added notes regarding bugs, specific gameplay tendencies etc.
e.g. the ammo boxes on Reactor, Condor and Hazard-Dagger are miserly to the point of being bugged. Glacier is bland; its layout favours pure DPS characters over creative strategy and is prone to spawn manipulation, but its Hazard variant is prettier and requires players to think on their feet with the threat of the swarm.
Modifié par Jovian09, 11 avril 2013 - 02:53 .
#194
Guest_GohanOwns_*
Posté 11 avril 2013 - 02:53
Guest_GohanOwns_*
Sir, i do not mean to be rude, but geth on goddess platinum is a nightmare.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?
#195
Posté 11 avril 2013 - 02:58
Atmosphere and layout. White has it, Ghost hazard has it, Glacier hazard too.
- 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 animations in the background: snipers shooting at us on the roofs, enemy ships landing...
I love unexpected things (the hazards were a great addition to the game). I would have love if some areas would have been opened or closed randomly throughout a game.
#196
Posté 11 avril 2013 - 03:04
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?
About Hazard Ghost: Rain and night-time really adds some grim atmosphere, makes the place feel deserted for a long time.
About rating, the main thing I care about is lack of bugs, one of the reasons I hate condor gameplay is due to some walls not blocking projectiles, powers hitting cover when casting them from behind it, and buggy ammo boxes. (I love the feel of the map, but the layout and bugs are a tad sad experience)
What do we want more? Variety, like one brought by Hazard maps, and some cool action going on in the background, like fighters in Vancouver.
I believe I mentioned it in my poll, but some climatic ambient sounds that are present in game are simply NOT LOUD ENOUGH, it took me at least 3 months to notice there was in fact a reaper roar on London, along with distant gunfire/screaming. (We should really have a reaper in the background on at least one map)
#197
Posté 11 avril 2013 - 03:04
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?
Nice to see a Bioware comment here
I did leave specific comments about all the maps and I made my position pretty clear about them.
Ghost Hazard is my favourite too. I like Ghost a lot to start with, but the Hazard version is just wonderful. It has such an atmosphere... I mean, after playing this game over and over and over again on the same maps you kinda get used to how things look and don't really care about them anymore, but... Ghost Hazard. You can't do that there. Every single time the shuttle puts me down there, I stare in awe at that artistic marvel.
Plus, I like the hazard in a gameplay way, too. It's definitely gameplay changing for lots of kits - and that's a nice thing. It forces people to use new strategies to overcome the hazard, or even take advantage of it (phantoms aren't so biatches under that rain :innocent:), while not being a complete pain in the ass and making some kits play at a complete disadvantage (glacier hazard, I'm looking at you). It's great all-around, really.
About your questions. Oddly, I wouldn't say aesthetic plays a big part in how much I like a map. Unless it gets to the level of Ghost Hazard. Unless it makes me shiver, that is. Defensible positions, I couldn't care less about. Lots of grenades yes, I do like that. So you could probably say that suitability for my playstile plays a big role there - as I like to be up and personal, and to spam lots of grenades.
Another thing which is really important to me is the abundance of soft cover. There should always be a lot of soft cover around, in my opinion. Simply put - this game is about position. You position yourself wisely, you win. You don't, you lose. So the more a player is skilled, the more he knows how to position in the right way and use soft cover the right way. But... If you take away soft cover from him, he goes down just like any other player. That's what I see happening a lot on condor, rio, london for example... Too many open space get good players killed. I mean, if the enemy hadn't got a lolbangbangboomdead level of accuracy, weapons capable of tracking you through the hardest stunts and all... It would be ok. But since they have those tools... You should give us a way to protect ourself, if we know what we're doing. If we don't, it won't matter much if there's soft cover around or not, we'll be slaughtered the same...
I guess this covers your other question too. There's just one thing I'd like to add that I really wish you guys will add in the next installment. And that is: big maps. I know, you'll be like "but you just said the opposite", but there's a difference. I'm not asking for open, big maps. I'm asking for really big maps with lots of cover. Like really, really big ones. It would be awesome to fight many enemies there, more than the 8 we're allowed now. But I guess that's related to other issues and not only to the maps, so I'll stop here...
Finally, thank you again for taking our opinions into consideration :happy:
#198
Posté 11 avril 2013 - 03:14
White
Giant (Night)
Goddess
least favorite:
London
Condor
edit: the re-design of White was genious, btw. whomever did the re-design should work on all the maps lol. also, they deserve a big raise
Modifié par mistervirginia, 11 avril 2013 - 03:16 .
#199
Posté 11 avril 2013 - 03:15
#200
Posté 11 avril 2013 - 03:16
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?
1) Factors that went in to deciding whether a map was well received/ranked for me mostly involved the map layout itself. I enjoy maps which were easy to traverse (as in getting from point A to point B was fast, and you didn't have to jump through hoops, such as maneuvering a room over to descend a long ramp to run across the map, to do it). I also enjoyed maps which had multiple areas which could be successfully defended. Some maps offer only one, if any, defendable area and leave players too open to cross map fire in too many spots (Hydra/London).
Visuals/atmosphere, while only playing a small part, certainly are also still important. Firebase Vancouver is a decent map, but everything is the same bland shade of gray and the map feels boring to me.
2) I would like to see more dynamic maps (hazard maps). Having the ability to interact with certain parts of the later maps was a nice twist I'd certainly enjoy seeing more of and hopefully on a larger scale.
There isn't much I'd like to see less of other than map-wide lines of sight (unless the enemy's sightlines were to be drastically decreased). Being able to shoot at incoming Primes when they just spawned on the opposite side of Hydra/London is only so useful when not only are they hitting your group, but so are the enemies who spawned closer to you.





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