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Sporro55
04-17-2012, 12:50 AM
I heard people say that they dont like the maps in GRO. However, I think that the maps are great, and the purpose of this thread is to discuss the maps in-detail.

Metro (I'm just going to use simple names for the maps)
This map is my least favorite, probably because I play an assault and it is a sniper oriented map. Usually this map is fun but sometimes annoying, but mainly beacause of the ditch right next to C. When you are on the side where the ditch starts off, the other team can walk up right next to you and you cant even kill them because just their head is showing.

Tower
I like this map as an assault, and it seems to be oriented to fit all play types. The open-ness of the map is nice and the verticality of it adds something to the gameplay. The last objective is very chaotic, however, so they should modify that part a little bit. Overall though, a solid map.

Shearwater 51
By far my favorite map. The intense CQC is just the right amount to not be too chaotic. This map works very well with assault characters and their abilities work great. However, one problem is that there isn't too much flanking room, but they could overdo it on this map. Maybe just a little side passage or something, not too big of a change.

Other Urban Map?
The "black sheep" of these maps. Open in some areas, closed in others, and lots of flanking room. What I love about this map is how it makes you move position often. I rarely find myself sitting around in a firefight, as I can always jsut hop to some other cover. SOme of the cover seems randomly placed, which adds to the mobility factor.

So, that's what I think. In order of favorite to least, it goes Shearwater 51, other urban map, tower, and then Metro. What are your thoughts?

KegaroOne
04-17-2012, 03:41 PM
Metro (I'm just going to use simple names for the maps)
This map is my least favorite, probably because I play an assault and it is a sniper oriented map. Usually this map is fun but sometimes annoying, but mainly beacause of the ditch right next to C. When you are on the side where the ditch starts off, the other team can walk up right next to you and you cant even kill them because just their head is showing.

Metro is not my least favorite map, but it is near the bottom. The theme of the map is ok, but the layout is just to linear. The tracks next to C point need to be broken up with something, like a train car sitting there mid way down the tracks to break up the sniper line of fire. I thinks its pretty poor design when a sniper spawning at D only needs to run forward 50 feet, go prone, and snipe all the way down the tracks to the stairs. Because unless you are a sniper yourself, you can not even see the snipers laying prone at the far end by D. There are several other issues with the map that I would make changes to as well, but that is my biggest issue with the map.



Tower
I like this map as an assault, and it seems to be oriented to fit all play types. The open-ness of the map is nice and the verticality of it adds something to the gameplay. The last objective is very chaotic, however, so they should modify that part a little bit. Overall though, a solid map.

Tower is not to bad if you're into spawn camping. The map is far to small and both of the initial spawns are to easily camped. There is a lot of room for improvement on this map. There is so much unused space on the empty floors below that I think should be used to help combat the spawn camping.



Shearwater 51
By far my favorite map. The intense CQC is just the right amount to not be too chaotic. This map works very well with assault characters and their abilities work great. However, one problem is that there isn't too much flanking room, but they could overdo it on this map. Maybe just a little side passage or something, not too big of a change.

This map has the same issues a the rooftop map. Spawn camping is easy to do and it also has a lot of unused space.



Other Urban Map? (Moscow City)
The "black sheep" of these maps. Open in some areas, closed in others, and lots of flanking room. What I love about this map is how it makes you move position often. I rarely find myself sitting around in a firefight, as I can always just hop to some other cover. Some of the cover seems randomly placed, which adds to the mobility factor.

This is hands down the best map in the game. And it should be, as it has been around the longest and has had the most tweaking done to it by the developers. I actually have no issue with this map.

dmallon589
04-17-2012, 07:20 PM
The conquest maps = big room, choke point, big room, choke point, big room, no matter which direction your team is pushing.

It's not HORRIBLE, but between that, the big skill gap in this game, the linear push in the maps, and the hefty lengthy cap times, once a team loses C it's RARE that they have a chance of recovering it. Once the losing team's line is killed off once and pushed back beyond the first choke point, they lose. The ONLY time this changes is if the teams change (bad players one the losing team disconnect, replaced with good players. Or good players on the good team disconnect).

On Onslaught maps, they are heavily weighed towards defense. If one team is significantly better (I just simply mean push harder and shoot better, nothing more) they can win the attack. But even a far less skilled team that has a decent sniper or two, and at least one person capable of using Aegis or Cloak effectively to clear opposition off points, can win their defend round with relative ease. Again, linear design and general lack of cooperation with the other four players on your team that aren't in your party make attacking on these maps very frustrating.