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


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#201
oO Stryfe Oo

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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?


1) How the level suited my playstyle kind of took a backseat to how I felt about the map. I feel like it's my job to conform to the area I'm fighting at rather than complaining about how it doesn't work for a particular playstyle. The Hazards made a huge difference in how I felt about a map; They changed the aesthetics pretty drastically and random elements like Ghost Hazard's rain added a bit of a random factor that did a lot to lighten that "same-y" feel matches tend to have. I like having some sort of high-ground/defensible locations in a map (it encourages teamwork), but they have to be done in a way that doesn't hardcore force you into those defensible locations to avoid camping (which is hella boring, imo). Maybe if each defensible location had a glaring weakness/flaw (obvious entryway, very small/susceptible to grenades, etc.).

2) The Giant Hazard and Condor were some of my favorites. I'd love to see more of that dark atmosphere in future maps. I feel like they fit the tone of the game and are a welcome contrast to many of the bright maps we've seen, both in this game and many others. Also, a map with a vertical focus (small surface area, multiple levels) would be nice.

Modifié par oO Stryfe Oo, 11 avril 2013 - 03:18 .


#202
Mgamerz

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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?

Everyone hates condor because of the horrendous ammo boxes. I'm not even kidding, if you aren't first to an ammo box you're never going to get any from it for another 30 seconds. That's why I hated condor.


I'd like to see more varied gameplay. For example, on condor there should have been less gravity, since it's a smaller planet.  I know that'd require a bit of AI reworking though.
And please, FOR THE LOVE OF GOD, do not recycle voices in such a half-assed way. Giving the batarian a human voice just reeks of half-assery and it makes me angry every time I use him.

Modifié par Mgamerz, 11 avril 2013 - 03:21 .


#203
Chardonney

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Jos Hendriks wrote...
 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?

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... the main reason why I simply love that map is that the hazard is real and it is an actual element of nature, like in Hazard Dagger. I had so hoped to get the stormy ship from SP Leviathan as a MP map.... the stormy sea... simply awesome. Sadly it didn't happen. But yes, nature elements make a huge difference in playing enjoyment.


About rating... For me it's all those combined but the atmosphere and aesthetics are a major factor.


What I want to see more... Well, like I said, more nature/weather elements. Mayde a cold as a hazard element while being outside, like it was in ME1.


What I want to see less... Stunlocks, stunlocks, stunlocks. Those ruin the fun, really. :?

#204
mistervirginia

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also, i hope that not only does this help with map creations for ME4 MP, but that it means a few of these will be brought back with a few tweaks possibly. that would be pretty awesome.

#205
NuclearTech76

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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?


I'm a big Goddess fan also myself, beautiful and functional map.

I personally don't like maps that decrease the fun factor of the game. Glitchy cover, broken ammo boxes etc. The map first and foremost should be functionally sound and then beautiful as well. Goddess and Jade are both favorites of mine out of the new maps. The redesigned FBW hazard is awesome as well.

#206
Belahzur

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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?


Hey Jos. I love the Ghost Hazard too, but with the wrong enemy faction and wrong character setup, it can be quite difficult. Examle of Drell (any class apart from vanguard for obvious reasons) against collectors makes things much harder. Having to stay inside, or live on health gate in the rain isn't a thing I like.

Hydra is an awesome map, I love it for sniping, just 2 very small things let it down. 1 is the hack the device objective in the middle on top of the crates, being shot from every direction. 2 scrub team mates hiding in the waterfall.

Again, I love Ghost for the ammo boxes, 2 grenades per box and there's 4 ammo boxes, makes doing ammo runs easy :) but compare that to say... Condor. Oh god. Ammo boxes suck, Harrier needs BIG ammo Jos... Plus I wouldn't mind that Reactor LZ ammo box fixing.

Condor is hard to be defensible on, there's not much in the way of funneling enemies towards the players from just 1 direction. I don't mind that too much, but if I'm just looking for a map where I don't have to have eyes in the back of my head, Condor isn't the map to play. 

I do love playing in maps are somewhat defensible. Dagger is amazing for sniping, killing everything through the floor or high up with a Black Widow. The only thing that can get close enough to the sniper nests are banshee's and even they get super confused by stairs. Plus if I get pinned down from enemy fire, that's okay, I know nothing is gonna spawn behind me, can't do that on Condor.

I'd love to see maps in the next game have a more consistant amount of ammo, preferably every map with 2 grenades per box, make things a whole lot easier for me.

#207
sdmarty

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Beerfish wrote...

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.


This. 

Dagger, Giant & Ghost were the best designed maps in my opinion.  All smartly designed levels that could be played well at short, medium or long range if you knew the terrain and used it to your advantage.  No one playstyle/kit was inherently favored and enemies could also use the terrain against you if you weren't careful.  Also, some of the objective placements were difficult but none of them felt cheap like the center hack on Goddess or some of the 4 devices objectives on Jade or Glacier. 

#208
Cyanide483

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I universally gave maps with "slow" ammo box respawns the crummiest possible ratings

-Condor
-Hazard Dagger
-Hazard Giant

Although I actually gave the hazard maps there a slightly better rating that Condor since Condor really is a hard map to stay alive on for platinum.

#209
Zkyire

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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?


- Everything factors in. For example: Condor is a beautiful map, but I gave it a mediocre rating because it's too damned hard to enjoy most of the time what with low ammo, and lack of defensible positions. Meanwhile Hazard Ghost got 5/5 for me because the hazard itself adds that extra layer of planning, and because the atmosphere is just gorgeous.

I'd like to see more:

- Nature maps (like forrests, jungles etc) with uneven terrain (not stairs but more like dirt hills and dips) rather than buildings and outposts with solid even floors.

- More hazards in general (particularly such as Ghost) as they added quite a bit of enjoyability to the existing maps. Anything to keep it away from just another running-and-gunning round.

I'd like to see less:

- Entire groups of enemies spawning right on top of your hacking objective.

#210
Seneva

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That we in this age can only pick 1 map over a multiple choice pick is beyonf my understanding. Mine were all 3's and that's it.

#211
Chobbly

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sdmarty wrote...

Dagger, Giant & Ghost were the best designed maps in my opinion.  All smartly designed levels that could be played well at short, medium or long range if you knew the terrain and used it to your advantage.  No one playstyle/kit was inherently favored and enemies could also use the terrain against you if you weren't careful.  Also, some of the objective placements were difficult but none of them felt cheap like the center hack on Goddess or some of the 4 devices objectives on Jade or Glacier. 


I said pretty much the same on my response too. Some terrains feel slightly biased towards one or more types but those three are the most balanced, IMHO. Hazard Ghost too is one of my favourites, the environmental effect really throws something new into the mix with 'no go' zones.

#212
jackjj

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Shampoohorn wrote...

Condor was a cool map, but the bugs really killed the fun factor for me.
1) Buggy player spawning
2) Powers get blocked on the ramp despite LoS
3) Ammo Box failure
4) Enemy and Map Color palettes too close.
5) Enemies could shoot through cover (might have been intentional).
6) Triple distance banshee teleport on the ramp.




QFT

nevertheless fun map

#213
your-friendly-noggin

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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?

Goddess was one of my favourites too, though vancouver won as my overall favourite thanks to the variety of playstyles it supports, I went into ridiculous detail on why I loved vancouver on the survey.
Encouraging mobility and variety of gameplay environment were the biggest factors for me.

Condor, glacier hazard and rio were my least favourites, forcing gameplay in an unnatural way was a big con for me, like condor and ridiculous crossfire and poor cover. Also that seeker swarm ruined what was already a fairly messy map(unless you and your team know how to manipulate spawn points). 

Ghost hazard oddly enough forced the right kind of gameplay with the acid rain, forcing teams to cooperate in tight spaces without being unfair.

You can tell I'm still in survey mode, I went into a fair amount of detail on the pros and cons of each map on the survey, hope it helps and isn't just annoying rambling.

#214
Admiral Dreck

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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?


Visuals, ammo box palcement, long ranges for "Sniping."  It needs to match my palystyle definitely. 

That's why Hydra is my favorite map indeed.  I'm more or a run'n and gun'n kinda player, Hydra has those wide paths that are just inviting to run around in, as well as the open ranges where I can be moving while applying fire to the enemy spawn.  I never seem to have trouble on that map.. unless I get the device in the middle of the map.Image IPB

I'd like to see more "moving parts" to the maps.  And I'd love to have more then 7 enemies at a time.

This kinda sounds lame, but I've always kinda wanted a mode where it was a little like BF3(DOn't know what the mode is called, only played BF3 twice.)..  All the enemies are AI no PvP.  But, the maps are pretty huge, the enemy cap is larger than 7 at a time, no rockets can be used on the players side, and we have to just keep moving up while doing objectives until finally we have pushed the Reapers or whatever all the way back.

I'd also like to see possibly the chance larger lobbies.

What'd I'd like to "see less of," well, just less glitches/bugs. Image IPB

#215
Grotaiche

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Hey Jos, nice to see you :) When I answered yesterday, I tried to provide small comments for the map, hope that helps. Anyway :

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) first is atmosphere/aesthetics. I like weird/uncomfortable maps (e.g. Hazard Glacier, Reactor) and ones where details matter (e.g. Jade, Vancouver at some points). Then, I like a challenge but not one the average player cannot overcome or PUGs turn ugly (e.g. London's hack points are terrible). Bugs or lack thereof (e.g. NOT Condor or Rio) are a huge factor. Finally, there's the "boredom level" (e.g. Giant or White before revamp) but I cannot say exactly what it is that provokes this.

2) More  : variety. Maps in ME3 were all different and that's what I liked. I played Warframe recently and all the maps looked the same after 3-4 hours of play (maybe I didn't go as far as I should) and it was depressing. One good thing though was that the maps were randomly generated. Maybe one good idea to toy with for the next MP game ? Also more : different spawn points. There were like 5-6 on each map and that wasn't enough. Since this is limited to the size of the map, maybe bigger maps would also be good but then there's the irsk of "bored because it takes forever to find enemies". Ah well.
Less : I honestly don't know what to say here. "Less bugs" is a given but I know you guys didn't put them on purpose so that's not a useful thing to say (also, there aren't that many bugs directly related to maps to be honest). Maybe less ammo ; it would require a bit more strategy before running into the enemy. I don't know, something to think about.

EDIT : Ziegrif's and Cheylus' comments were spot-on about the more/less things, good ideas I agree with.

Thanks for dropping by anyway !:wizard:

Modifié par Grotaiche, 11 avril 2013 - 03:59 .


#216
jackjj

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Jos Hendriks wrote...

[snip]


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?


- how glitchy or non-glitchy it is, whether it works in a tactical sense (could related to playstyle, yeah), ammo/grenades --> definitely - Condor is pretty unnerving in that regard - ammos are spawned way to slowly compared to all other maps

Aesthetic - dunno: Goddess

hazards are great - they can make an already familiar map pretty tricky 

- probably no similar places like the "box of shame" in the Rio because stupid camping is stupid - don't make it possible, more tactical cover if it can be realized & enemies that can't shoot through cover ;)


thanks !

#217
Anubis_TPF

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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?


I like the chance for varying playstyles, and ambiance is nice between waves.  Giant Hazard is one of my favorites, just because the lighting really makes that map pop.  Ammo issues, and the more common bugs are my gripe with Condor.  White Hazard I absolutely hate because half the map in barely playable with a Krogan.

I like a level that combines some tight spaces and open ones.  Good for encounters at all ranges.  Giant, Goddess, Reactor, and to a lesser extent Glacier.  Hydra is great for me too, but it's lacking on close range fighting areas.

#218
Strongwater

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Argle. I filled out most of the survey yesterday with really detailed comments only to have my computer restart from sleeping for updates >< Sadly I don't have time to do it again, but I can answer Jos's questions: Ghost being pretty actually has a lot to do with why I like that hazard map "best". Besides that, I like hazards that affect different classes to different extents - when I play a vanguard, I get to run around outside because I can keep recharging my shields, but others can't afford to lose their shields as easily. Dagger Hazard totally slams snipers, which makes you have to whip out your backup weapon and try something you don't normally do. It's an added bit of variety. My least fave hazard is Glacier, just because I've never felt like the Hazard did anything other than make me groan and make the match last longer.

Availability of ammo affects my opinion less than ease of finding the ammo...125+ hours and I still don't know off the top of my head where half the ammo crates in the game are. I also like variable altitude maps (Giant is a great one for this) that have good cover (unlike Hydra).

I love beautiful environments - Dagger's comm dishes are so awesome to me - a great sense of scale.

I would like to see maps that maybe change. Like, even if you pick the map, the version of it that you get is slightly different each time. Kind of like hazards, except that you can't pick your version, and you don't know which one it's gonna be. Maybe in one version, there's a landslide in the way of a sniping position, or in another, a large statue has collapsed, changing the cover situation. That would be a good way of providing variety without necessarily having to make "new" maps.

I liked having a small map like Glacier and large maps like Rio - having size variation is clutch for mixing up gameplay styles. Glacier was also a great learning map for me (easy to learn spawns and ammo locations and how to get into cover) and it would be nice to have a learning map like that in the next game.

I agree with the "nature maps" idea someone had above - more soft cover or less rigid hard cover ...maybe on a hazard version there's a strong wind that bends over the trees that you use as cover, exposing you and flushing you (and enemies too) out?

Modifié par Strongwater, 11 avril 2013 - 03:56 .


#219
soulstriker09

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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?


Difficulty in playing on that map I guess. I rated condor and london the lowest because of their openness and ammo box locations. If they were intended to be difficult then they did their job quite spectacularly haha.

Jos Hendriks wrote...
- 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 of the hazards :D

Larger, WAY LARGER, maps. :crying: 
But sadly I don't think these would be possible because consoles. 

#220
Jos Hendriks

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Thank you for the replies so far. I don't mean to detract from the actual survey, so please do complete that if you haven't!

GohanOwns wrote...
Sir, i do not mean to be rude, but geth on goddess platinum is a nightmare.

It sure is. You expected a cakewalk? :)

mistervirginia wrote...
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 [smilie]http://social.bioware.com/images/forum/emoticons/wizard.png[/smilie]

You are too kind, thank you!

#221
stysiaq

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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?


My criteria:

- Does it look good? (Heads up for Goddess, [Hazard] Ghost/Giant, Hazard Dagger/White/Glacier, Condor, London)

- Does it support a variety of playstyles or does it favor some over the others? (for example Dagger supports snipers over grenade users, Goddess is the other way round, White is perfect)

- Do I have specific, personal feelings for the map based on location? (Giant = Tuchanka = cool)

- Is the map full of bugs? (Condor)

- Does the map fit the enemies we face? (AKA screw Primes on Rio/Hydra)

- Are the certain objectives stupidly hard on some maps? (AKA hacks on London)

- Does the map have cool "ring out!" areas? (Condor, Goddess, Ghost LZ, maybe Rio are the maps where I enjoy tossing enemies out of it)

overall it would be something like that:

- best aesthetics: Ghost Hazard
- best design: updated White
- worst aesthetics: Dagger (It's not ugly, it's just worst-looking among beautiful maps imho)
- worst design: Rio (It's not a map for this game)

But I voted for regular Ghost for my favorite map, because the Hazard Ghost is too difficult for me to enjoy with certain classes.

#222
Lord Chun

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I tried to give short detailed reasons for my choices in the survey.

HGhost is my favorite because it forces different play styles because of the rain. You have to be more careful on what ammo boxes you hit up. And How to move the packages so your shield isn't drained by the rain. I just like it a lot

Modifié par Lord Chun, 11 avril 2013 - 04:01 .


#223
HolyAvenger

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Ghost Hazard: Love it because it changes the nature of gameplay on the map, makes it a more dynamic experience. I start staying inside, luring enemies out into the open to make the hazard work for me. I wish more of the hazard maps had an effect on the enemies (aka enemies had worse accuracy on hazard Dagger).

For me, when I rated the maps I was concerned about a mix of challenge (Giant is too easy), nature of the space (Glacier is too limited), aesthetics (Condor's colours are bad) and gameplay factors (hate Rio's narrowness). I don't mind adjusting personal playstyle to suit maps, or ammo factors etc.

More dynamic maps that force the player to think and plan would be great. Better use of space than some maps.

I know this isn't map related, but could we do away with locked spawn points too?

#224
Guest_Ghostknife72_*

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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?


First, thanks for popping in.  It's nice to see the devs still paying attention.  I know you guys are busy with your next project.

Second, I think everyone will agree here, you guys did an AWESOME job on the MP.  Yes, there were bugs.  But the attention to detail on the maps, aesthetically, was impressive to say the least.  Even little things like the loading screen (after you see it enough times) has some really great attention to details.

Now, on to your questions:

As for rating levels:

1) Visual look.  An ugly map is boring.  And futuristic look/feel helps since most have play COD/BF and it's clones.  So we come to ME looking for something "different/better".

2) Gameplay.  Is it impossible to do on Platinum/Gold with good teammates?  Then it's less likey to get chosen.  This is what I think a lot felt about Reactor right after the release last year.  At least I did.  If I got Reactor on Gold versus Reapers, I had a panic attack.

3) Flow.  Are you constantly getting hung up on cover? Or is there no cover in objective spaces?  Or do you have to sprint for 5 minutes to even see an enemy (BF3 was good for this).  You want a good balance.  Or at least make it known it's a CQC map, like Glacier.  Think of the extraction point at Condor as what NOT to do with cover.  4 players all fighting to hide behind one large crate (someone else mentioned this too).

4) Decent placement of boxes with ample grenades.  If you have more than one grenade class in your team, it becomes tedious to get to the differnet boxes.  Maybe a better mechanic would be unlimited grenades in the box (i.e. everyone gets some) but a limit per player with a timer (say 2 every 30 seconds or something like that).

5) Hazards were a GREAT addition.  I really like them.  I just wish they were more of a true hazard.  I mentioned this in my survey comments.  An example would be FB Dagger Sandstorm.  If were the storm is at its peak, you should take health damage over time.  Not a ton, but something that if you stayed outside the entire wave, you'd go down.  It shouldn't touch shields though.  Someone else had a great idea that if you were outside in FBW Snowstorm your movement speed should slow down over time.  I also think enemies should be subjected to the same hazard.

As for future levels:

1) Something we don't see or can't do in everyday life.  Condor was great since it let your imagination go.  Vancover not so much since it's a place you can really go to.   I would think levels like a space station like Purgatory from ME2 with vaccum hazard (think reverse Reactor Hazard, if you DON'T hit a button so often the air vents out), Prothean Dig site from ME1 with Lava hazard, a zero G level (think Dead Space 2/3).

2) Maybe certain levels where certain races excel and others do poorly.  Or even worse can be harmed by the level.  Think Omega during the Plague.  Vorcha, Humans, Collectors were OK.  Garrus, he starts to cough after going inside.  So it would let people who could ace the level with a human have more of a challenge as a Turian.
Now you have enemies and the level itself against you.  But for players that liked the level but not the hazard, they could play as something else (e.g. Vorcha, Human).

3) Make extractions LZ random.  Knowing where they are makes the game predicitable in the last round.  If you never know where it can be, it will keep you on your toes.

4) A filter for EXCLUDING certain maps.  For example, say I want to play any map but Glacier.  I should be able to place a NOT filter in my search.  Or say I want anyone but Reapers, again, a NOT filter would allow you to do this.
Maybe same with levels.  Say I want Platinum, Gold or Silver, but not Bronze.

That's what I would like to see.  Obviously the enemies, levels names, etc. would change with a new ME4.  But I wanted you to get the concept with familiar levels.

Thanks so much for making a great game.

#225
Beerfish

Beerfish
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So, the big question is why all of this interest in mp map building at this point in time. I would think it would be very early for any ME4 kind of thing. Perhaps ME3 mp was such a success they are going to fast track an ME4 mp before the sp game comes out? (Much howling would ensue). Or this is feeback for Dragon Age mp.

Give it up Jos!