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.