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Posted
Ok, is it just me or does everyone else thing that the map system in game sucks? I mean c'mon, it doesn't work, you can't figure out how to get anywhere from where you are unless you pull it out every 15 steps to see if you are going the right direction!

Wouldn't they be better of just giving us the layout in 2d, but showing all the floors, and you can view each floor by itself, so that you could look at the walls, buildings, and obstacles and actually plot a course?

If they aren't gonna tell you where to go, they might at least make a map that requires little programming, and focus the space on in game quality.


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Posts: 117 | Registered: Thu December 13 2007Reply With QuoteEdit or Delete MessageReport This Post
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I have never had a problem navigating any of the SC games. Sounds like user error.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
I have never had a problem navigating any of the SC games. Sounds like user error.


Angry Blue Guy

That's not what I meant, the problem came with DA. When you're on the imbetween missions at the JBA, it was nearly impossible to use your map to determine where anywhere was, sure you could run around and find everywhere if you looked for it, but the map was almost no help at all.


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Posts: 117 | Registered: Thu December 13 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by JediWithASniper:
quote:
I have never had a problem navigating any of the SC games. Sounds like user error.


Angry Blue Guy

That's not what I meant, the problem came with DA. When you're on the imbetween missions at the JBA, it was nearly impossible to use your map to determine where anywhere was, sure you could run around and find everywhere if you looked for it, but the map was almost no help at all.

Which version are we talking about?


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"Tonight's forecast...dark."
 
Posts: 959 | Registered: Fri March 23 2007Reply With QuoteEdit or Delete MessageReport This Post
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Yes, the maps suck. Especially DA's. Just try to memorize the layout like in almost every other game.


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Posts: 8482 | Registered: Sat January 17 2004Reply With QuoteEdit or Delete MessageReport This Post
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Which version are we talking about?


Well, the problem started in chaos theory, but it wasn't nearly as bad as double agent. I'm talking 360 here.

I just thought that if they are going to give you a 20 minute timer, and have you running all over the whole building, then they might want to give you a map that actually works, that way you don't have to memorize the entire layout and all the door codes before you can play it with a decent rating.

Part of the enjoyment of the game is being able to rely on your previous sc experience to guide you through, but without a decent map, you can't even get close to completing all the objectives the first time through.

I completed all the objectives in the first JBA mission, on the first run through, but not without a good number of saves. After that unless you have memorized the layout, you're pretty much screwed if you think you will get all the objectives done.


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Posts: 117 | Registered: Thu December 13 2007Reply With QuoteEdit or Delete MessageReport This Post
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I agree, the 3d map sucked imo and was of almost no use. It was at a weird angle and it was transparent so it was impossible to see what floor you were on and which room you were in. At times I found it useful but for the most part, it just annoyed me.

I tried not to let it get to me though, wasn't going to let that get in the way of enjoying my awesome splinter cell games so I just didn't use it. Happy I just ended up memorizing the maps. I didn't find it too hard. Wink2


 
Posts: 83 | Registered: Mon December 10 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by go_clo:
I agree, the 3d map sucked imo and was of almost no use. It was at a weird angle and it was transparent so it was impossible to see what floor you were on and which room you were in. At times I found it useful but for the most part, it just annoyed me.

I thought it could be rotated and zoomed, and rooms/sections focused on?

I need to play it again. Googly


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"Tonight's forecast...dark."
 
Posts: 959 | Registered: Fri March 23 2007Reply With QuoteEdit or Delete MessageReport This Post
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I thought it could be rotated and zoomed, and rooms/sections focused on?


It could, but even with those features, it was limited at best for the angle you could view each area.

Some of those options themselves caused more problems than they were worth.

I personally would really like to see the maps go back to the 2d type, with all the options available from the later games, plus it would be nice to have the feature that is in mass effect, where you can place a direction indicator that shows up on your HUD.


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Posts: 117 | Registered: Thu December 13 2007Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by JediWithASniper:
I personally would really like to see the maps go back to the 2d type, with all the options available from the later games, plus it would be nice to have the feature that is in mass effect, where you can place a direction indicator that shows up on your HUD.

Is that like the thing in AC?

I thought that was okay, but I didn't like that the mini map didn't show much, and the big map didn't let you zoom in close...


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"Tonight's forecast...dark."
 
Posts: 959 | Registered: Fri March 23 2007Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by CoastalGirl:
I need to play it again. Googly
I don't recommend it, lol.

The maps were never a problem before DA because the game was linear enough for it to be obvious where to go next. If you couldn't figure it out, it was your fault, not the developers. As for the JBA missions, I always found it easy enough to navigate. The maps weren't great, but they gave you a general idea where the rooms were, and it wasn't as if you had to look high and low for doors between them.

Should this be in the Legacy forum?


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Posts: 667 | Registered: Sun October 15 2006Reply With QuoteEdit or Delete MessageReport This Post
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I aggree with you. The map on DA was about as useless as tits on a bull. Big Grin

Almost every mission i was trying to figure out where the heck i was going. Also it IS much easier to just look at t 2d map and plot out a course so that you don't have to wander all over the place trying to look for a door that is open. Take the Shanghai mission for example. Who in their right mind would considder having to hop up ontop of the elevator, then crawl out onto those scaffolding just to go down a couple floors. I don't know how long i spent looking for a flight of stairs or trying to get the elevator to go down.
 
Posts: 258 | Registered: Thu September 20 2007Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by EskimoBob32:
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Originally posted by CoastalGirl:
I need to play it again. Googly

I don't recommend it, lol.

LoL

I love the Shanghai mission, though. When I replay, that's the first one I do. Actually, usually it's the only one I do. Smile


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Posts: 959 | Registered: Fri March 23 2007Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by CoastalGirl:
Is that like the thing in AC?
Similar, yes although it spoils the planet exploration experience a bit, because you can see everything right from the beginning but still M.E. is a great game! Smile


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Posts: 3639 | Registered: Wed August 14 2002Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by Vth_F_Smith_:
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Originally posted by CoastalGirl:
Is that like the thing in AC?

Similar, yes! Smile

Wasn't it really only there to mark flag and templar locations?

I mean, that's all I used it for...


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Posts: 959 | Registered: Fri March 23 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by CoastalGirl:
Wasn't it really only there to mark flag and templar locations?
A good question! Smile

I used it only in AC if I got lost on the map and couldn't find the exit of Acre & Co.! Blush


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- In loving memorial to my father Wilfried Geissler - † 6th of October 2007 -
 
Posts: 3639 | Registered: Wed August 14 2002Reply With QuoteEdit or Delete MessageReport This Post
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Some of you may wonder why I am describing this stuff in so much detail, and about some other game, but my hope is that this feedback gets to the map devs, and they fix the problems based off of this constructive critique.

I have to say, the features for the map on Mass Effect were some of the best I have used in any video game yet. It had all of the ability you needed to zoom in or out, and also place the flag type direction indicator. Like Assassin's Creed the maps held very little detail when on a planet surface, but if you were in doors, or in a city, they were very easy to navigate.

Because of the size of the game, it did not take away any from exploration, the secondary objectives of the game force you to explore almost every square inch of traversable terrain, so you don't lose out on it.

The style of the maps was mainly 2d, and worked well, it did have a slight problem though, where if you placed an objective marker on one floor, and you went up or down a flight of stairs or an elevator, you could no longer see your objective, or change floors to view it, and determine your location.

So, I have said all that to bring out a few points, all of which I think would solve map problems in the next splinter cell game, here they are.

-2d map, unless you can isolate a floor, and have a free view camera instead of a anchored camera to view the floor.

-Ability to view each floor individually, with the free roaming camera that can come as close to the map as you want.

-All exits on a floor, such as stairs, elevators, and doors marked with a different color than green, such as yellow. Possibly even words in front of these that state what they are, and maybe even where they take you. Or, they could have an arrow indicator that shows whether the marked area takes you up, down, or both.

-Ability to switch between the flat 2d mode, and the 3d mode at any time while viewing the map.

-Ability to place an objective marker, and possibly even a secondary objective marker at the same time. Also, you must be able to view the placed objective marker(s) from at least one floor away.

-No anchored camera, free viewing. (I had to state that again, because it was the root of all the problems with the sc map.)


I can't think of any other suggestions off the top of my head, but if anyone else has them, please add to the list.


*****Your life will pass in a very short time, are you prepared to meet your Creator?*****
 
Posts: 117 | Registered: Thu December 13 2007Reply With QuoteEdit or Delete MessageReport This Post
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