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Thread: Is it just me, or do the maps in RVS kinda suck compared to Rogue Spear? | Forums

  1. #1
    XyZspineZyX
    Guest
    I've had the game for four days and have played through a good number of the maps in multiplayer, and I must say that while some of them are fairly interesting from a detail standpoint, they just weren't designed with creating interesting gameplay situations in mind. Kinda sad how one of the best multiplayer maps from a gameplay standpoint is one taken from Rogue Spear. The parade map is pretty cool, but that seems to be the best one out of the bunch. Many of the rest, while somewhat interesting from a sheer design standpoint as I said, don't seem to create cool battle scenarios like many of the maps in Rogue Spear. They almost kind of feel like a lot of user-created maps I've played over the years--fun to wander around in for a few minutes, but just not that great for gameplay. That one map of the mansion with a pool, whatever it's called, is a good example.

    There just haven't been a lot of memorable multiplayer games in RVS for me so far. I'm beginning to miss the maps like Siberia I, Chalet, The Met, Subway, Turkish Bazaar.... :-( I guess Redstorm had better map designers than Ubisoft do.

    Anybody else agree?

    Also, any news on a mission pack?
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  2. #2
    XyZspineZyX
    Guest
    I've had the game for four days and have played through a good number of the maps in multiplayer, and I must say that while some of them are fairly interesting from a detail standpoint, they just weren't designed with creating interesting gameplay situations in mind. Kinda sad how one of the best multiplayer maps from a gameplay standpoint is one taken from Rogue Spear. The parade map is pretty cool, but that seems to be the best one out of the bunch. Many of the rest, while somewhat interesting from a sheer design standpoint as I said, don't seem to create cool battle scenarios like many of the maps in Rogue Spear. They almost kind of feel like a lot of user-created maps I've played over the years--fun to wander around in for a few minutes, but just not that great for gameplay. That one map of the mansion with a pool, whatever it's called, is a good example.

    There just haven't been a lot of memorable multiplayer games in RVS for me so far. I'm beginning to miss the maps like Siberia I, Chalet, The Met, Subway, Turkish Bazaar.... :-( I guess Redstorm had better map designers than Ubisoft do.

    Anybody else agree?

    Also, any news on a mission pack?
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  3. #3
    XyZspineZyX
    Guest
    just you n00b. This game rocks big time. [img]/i/smilies/16x16_smiley-happy.gif[/img]

    Just get mappack 2 from theplatoon.com





    Message Edited on 07/04/0304:35PM by moscow_kgb
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  4. #4
    XyZspineZyX
    Guest
    Enough with the n00b crap you sound like a d0rk

    Anyways,


    I happen to agree,
    Rogue spear had awesome maps and Raven shield lacks in the map department.
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  5. #5
    XyZspineZyX
    Guest
    Heheh. I know, I just can't help it. I'm not even serious about calling him a noob, just trying to get some tempers to rise.

    I just find all this extreme whining quite funny..



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  6. #6
    XyZspineZyX
    Guest
    I happen to agree.

    Where this "eye candy over playability" is really evident is in SP.

    Why?

    Because a HUGE flaw in the AI is that in order for them to stack and correctly clear a room without getting gunned down, they must stack on either side of a door and to do that, there must be enough room for ALL of them to crowd into.

    Well... Guess what?

    Most of these maps are TOO tight for that to happen meaning, a lot of the doors to rooms are in tight corridors or where there isn't adquate room for them to stack, thus they all line up right behind one another and once the door is opened, they get systematically gunned down by one Tango, usually armed with nothing more than a handgun.

    That is a serious design flow from the developers process in that the map makers obviously didn't coordinate with the AI programmers or else you wouldn't be getting major complaints about the AI standing for AI idiots (in this case it is more of a map issue is my point).
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  7. #7
    XyZspineZyX
    Guest
    even though i like most of the maps in RVS I do agree however that Rogue Spear had the best maps. I loved chalet, Sib 1, Spa, Tv station, train station, met, 747. I have played many FPS games but none had maps as great as Rogue Spear.
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  8. #8
    XyZspineZyX
    Guest
    IT's not that RvS's maps are particularly bad, it's more the fact that they are either really bland, or they just dont have the charcater of the good ole UO+RS+R6 maps. I can remember long firefights in the chalet trying to break free from the guardhouse, or that long hallway, or the bathroom. RS's maps just seemed to be more well thoughtout, instead of just a throw rooms together in a random order.


    Also, It might be that the inserts don't try and include the whole map. In RS, most of the maps inserts were on oppisite sides of each other, which prevented the map from being too contricted by the choke points. Take Alpine Village for an example. If they had placed an insert In the northern most part of the map, and the southern most part, then the action would be more equalized and spread out over the map. Both teams would have equal choke points in their favor, and the action would contend for taking that middle area.

    Same with Bank, make both the starts on oppsite sides outside. Presidio...on and on...

    So it might not be the maps themselves, but the inserts that restrict the way the maps are played....

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  9. #9
    XyZspineZyX
    Guest
    I dont really care about AI, no one plays SP after a few months.

    I agree the rvs maps do suck compared to rs, I've made a post about this before. I think i said something along the lines of.. rs maps had lots of routes to take from each insert and were cleverly designed so that there were many routes through the map and no choke points. rvs maps seem to have been designed with looks in mind, and just built like "hmm this is a realistic building layout".. and you end up with very simple maps with bad chokepoints (where both teams always end up standing 20 feet away from eachother throwing all their frags into the middle ground)

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  10. #10
    XyZspineZyX
    Guest
    KungFu_CIA wrote:

    - Because a HUGE flaw in the AI is that in order for
    - them to stack and correctly clear a room without
    - getting gunned down, they must stack on either side
    - of a door and to do that, there must be enough room
    - for ALL of them to crowd into.


    i have to say, the ai IS horrible. the first time i played, i did a "on the fly" command of "open and clear" and expected them to open the door and clear the entire room and looking around cover for tangos, but NOO... they stack at the door, "rush" in, and after they get in thru the door way, they kill tangos in sight. but don't do anything after wards, they don't actually clear the room. they just sit at the door way waiting for the next command. i mean com on, this game came out mere months ago and SWAT 3 had better friendly AI.
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