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View Full Version : BRING BACK CITY STREET LARGE!



iMaCs
03-12-2006, 05:51 PM

iMaCs
03-12-2006, 05:51 PM

kimi_
03-12-2006, 06:07 PM
I'm all for that, however I don't know how well it can fit into the Vegas theme.

HBP_Elk
03-12-2006, 06:18 PM
I never played the Xbox version, but if it is anything like the version featured in 'Raven Shield', I support it.

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Kev5890
03-12-2006, 07:21 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by kimi_:
I'm all for that, however I don't know how well it can fit into the Vegas theme. </div></BLOCKQUOTE>
Make it night and put some nice glowing signs http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

They do need this map in there, its one of the best maps..they need airport and garage and preisidio.

If they dont blend in with vegas o well, those maps are amazing...and would help bring old rainbow back

ktxplayboi
03-12-2006, 09:27 PM
Two parking garages facing each other, separated by a large street/parking lot. Make the garages 3 stories(two being above ground, one underground.)

Theme it like Vegas but use the general layout.

korn311
03-12-2006, 10:02 PM
I also want:

Presidio (Not BA version)
Airport 1 (Not BA version)
Wharehouse
Training
Airport 2

Kev5890
03-13-2006, 05:10 AM
We need Garage not Blackarrow..

They screwed up, why would they respawn you up top in the showroom...I loved fighting in the long hallway, great times there

kimi_
03-13-2006, 09:40 PM
Garage was an awful spawn camp, bad choke point map. I used to match on that thing for HOURS...yech.

Kev5890
03-14-2006, 05:14 AM
They also screwed up "Suicide doorway" with airport....

I could play both those maps for hours also...they screwed them up big time with BA.

DETHBLOW_V
03-16-2006, 03:33 AM
Amen, brother!

Goliath.Ubi.Dev
03-16-2006, 06:29 AM
Explain to me how you guys want nice open non linear maps but if we provide one that has 2 spawn rooms and 1 corridor you will rush each other and die every 5seconds for hours on end and enjoy it?

Real questionhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

deosl
03-16-2006, 07:03 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Goliath.Ubi.Dev:
Explain to me how you guys want nice open non linear maps but if we provide one that has 2 spawn rooms and 1 corridor you will rush each other and die every 5seconds for hours on end and enjoy it?

Real questionhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif </div></BLOCKQUOTE>
Don€t know what you did with CSL on console but it can be done.

Montreal expanded CSL for RvS from Rogue Spear to adapt the gameplay of RvS.
Why shouldn't Montreal be able to expand CSL from RvS/RS To next generation?

As long the expanding is good gameplay wise and doesn't turn it into a "maze-map" that's too big.
Make a few tunnels here and there, make it possible to exit second floor spawns and so on...It's possible as long you manage to expand it without slaughtering the gameplay & essence of the map.

Window sniping
Corridor fights
Rushing out front

Just to get out some few key elements to CSL.

Fast paced games are a nice change from those big €œmaze-maps€ where you lurk for minutes in order to find the enemy.

GSG_9_Rage
03-16-2006, 09:24 AM
oh my god, perfectly said. i played streets for a year with the RvS demo.

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Goliath.Ubi.Dev
03-16-2006, 09:55 AM
Streets is fine im talking about maps like Clinic in lockdown or the death rush corridor in airport and garage before we "fixed" it.

KungFu_CIA
03-16-2006, 10:23 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Goliath.Ubi.Dev:
Explain to me how you guys want nice open non linear maps but if we provide one that has 2 spawn rooms and 1 corridor you will rush each other and die every 5seconds for hours on end and enjoy it?

Real questionhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif </div></BLOCKQUOTE>

All MP maps are going to have choke points.

However, what it comes down to is if you compare, say, Airport Day from the console versions of R63 to Raven Shield...

What you guys (or whoever) did was cut the map in half and cordined off major areas of play (with fence meshes and locked doors) which would have increased the tactics and options that can be used IF the whole entire map was available during play.

This is where you get your "corridors of death" and "funnel" effect since the maps are still pretty linear if we talk strictly about going from spawn to spawn...

Which aren't that far apart compared to the PC version (Raven Shield) where they were literally on opposite ends of the map as in my Airport Day example.

With spawns being at opposite ends, you could flank the opposition by going through the EMT bay (with the Fire Trucks), or completely around the back to the rear gate... But in the console versions, this entire area doesn't exit, or is cut-down to where you must go through the secondary service entrace beside the EMT bay which, again, is a funnel effect because chances are the enemy is also rushing through this secondary service entrance, or getting set up for an ambush.

Therefore, less playable map area = less tactical options during play.

cre8nhavoc
03-16-2006, 10:47 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Goliath.Ubi.Dev:
Streets is fine im talking about maps like Clinic in lockdown or the death rush corridor in airport and garage before we "fixed" it. </div></BLOCKQUOTE>

Simple. I can sum this up in two easy words, Stat boosting.

Most players like the maps where they can boost stats by getting to the enemy quicker. And what better way to get to them quicker? By having mirrored spawn points right next to each other.


Kids love the mirrored maps (like Clinic). I for one love City Street Large, but it's not that good of a map.

If I had the opportunity to throw out a good decent map for a classic return from console, I'd pick Warehouse from Rainbow Six 3. Balanced with alternate routes and plush in size.

KungFu_CIA
03-16-2006, 11:42 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by cre8nhavoc:

If I had the opportunity to throw out a good decent map for a classic return from console, I'd pick Warehouse from Rainbow Six 3. Balanced with alternate routes and plush in size. </div></BLOCKQUOTE>

I was just about to post this, but Cre8 beat me too it http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

THIS is what a non-linear map should be like for both MP and SP.

It has multiple routes, multiple levels, both small and large distances which need covering which provides opportunities for snipers if they choose to play that way as well as includes room-to-room CQB (working your way up the stairs from the loading dock to the skywalk).

Definitely... If you are going to "model" maps for both MP and SP, use Warehouse as a base http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

DETHBLOW_V
03-16-2006, 12:15 PM
I think what people like is the option to go multiple routes.

In Airport 1 in RS3, if you were on Green team, you could head left toward the airfield, go up the stairs to get into the building (with several choices from there,) or you could oopen the door and try to make it down the hall into the hanger, or try to take out the guys from Red team shooting down that "choke point" and make it into their spawn. If you spawned on Red team, you could do the same - go Right to the airfield, go into the hanger from 2 possible entries, or try to take them out in the "Choke Point" hall. I guess those of us with skill liked the challenge of taking people out in the hall.

As far as warehouse is concerned, it too, was one of my favorite maps, as was City Street Large. The only thing I hated on Warehouse was when I was on Green team, trying to rush the door at the end of the skywalk from the spawn, to get into the big box room without being blown up by grenades (or did I love to hate it?).

kimi_
03-16-2006, 01:35 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Goliath.Ubi.Dev:
Explain to me how you guys want nice open non linear maps but if we provide one that has 2 spawn rooms and 1 corridor you will rush each other and die every 5seconds for hours on end and enjoy it?

Real questionhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif </div></BLOCKQUOTE>

Hahahahahaha

Good point.

OK for me, CSL is simply nostalgic.

And for competition purposes, since the map is mirrored it's the fairest map to match on, and only the team with the best skill will perservere on this map -- bad chokepoint or not.

As opposed to a map like say, Garage, where Red team spawns inside the showroom and in order to win you must defend the showroom while Green must infiltrate their defense in order to win.

akedo29
03-16-2006, 03:36 PM
hey wait... when did you fix clinic??? its still a huge very kewl map that uses only two hallways....... (if i designed that level id be pissed!!!) speaking of pls fix it ....

akedo29
03-16-2006, 03:37 PM
whats wrong with cafe??? or even better old city???? just make them expansion maps...

rob_326
03-30-2008, 09:53 AM
i want calypso casino