Didn't watch it just bits and pieces of it when I was at a relatives house. I happened to see the episode with Sombra and thought it was ****.
A (very bad) sketch of a 4v4, 3-base, symmetrical Strongholds-focused map. Code-named "Fidget" Features: 3-courtyard areas - to be decorated uniquely, with equal amounts of cover, but visually distinguishable from each other. Middle-area providing more verticality, and nooks & crannies for different movement options. sloping catwalks or ramps along edges of map for alternative pathing so that rushing mid is not the only strategy. One team rushing mid could get out-flanked by players making their way around the edges, gaining map control, while missing out on Power-up. 3-flag... might as well since its shape will allow it much better than most maps. Edges of map are high walls. Theme/asthetics - not sure if space station, or sky-based floating habitat May raise or lower the courtyard/stronghold areas by a handful of units. It will be scaled bigger than it appears, with more cover around bases. Thoughts? Also... I suck at drawering
i know... that's why I may raise or lower the courtyards... sound like a good idea? how much? Some of the cover in those areas may be much taller too.. no idea yet. might be able to jump from mid to those pieces...
Obviously you have the shape you want and that you want them to be courtyards. You just need to figure out the types of structures that will ad a proper amount of depth to the map that doesn't takeaway from what your gameplay goals are. I know this is vague but it seems that you haven't quite attacked this phase of designing the map yet.
I really wanted to like the new COD but sledgehammer really dropped the ball. There's only 2 good guns, one good division, and one good perk. Camos look like ****, attachments have basically no effect on the gun (looking at you Quickdraw handle), and the maps are God awful. Seriously, what the hell were they thinking with these (9???) maps? Gustav Cannon is literally a flat plain with a ****ing tower in the middle that gives you a view of every spawn. On top of that, they have thick metal panels that give you the perfect headglitch. Also what's with those MG turrets? It's basically impossible to kill the guy using it unless you get lucky with a grenade. The other 8 maps are all the same ****. A bunch of rooms with 5-6 different entrances all with cover. Every gunfight begins and ends with one or both people walking around a corner, aiming down sights, and dying. The headquarters is fun to mess around on but having to load it up before and after every match kills me. It also sucks that it's always empty, wasn't this sapposed to be a social space? Hit detection is also far worse than any cod I've played. The ppsh will either destroy people 100ft away or I'll get 5-6 hit markers 10ft away and then die when my opponent only seemed to have shot me twice. Varies wildly from game to game. I could go on forever with the complaints, this game is really disappointing. Infinite Warfare is better in literally every way, only difference is its not boots on the ground.
idk... I guess the maps in WWII were bad, so they went for authenticity? haha I heard Normandy Beach was a real spawn trap... (oooh, still too soon)
I swear to god I pitched it somewhere.. maybe it was a 3-team breakout thing, I know I did a layout like that with interesting pathing, but never built it
To be fair, every gunfight in every cod starts and ends in the same spot because of the kill times. There's not a whole lot maps can do about that. But yeah, the more I learn about the game the more I am disappointed. I don't think anyone wanted the perk system changed, and yet it was completely overhauled. I don't get it. The maps are also super flat and uninteresting, which is a shame because there is a huge opportunity for amazing environments from WW2. One thing that I don't understand is why they completely ignored the Japanese part of the war. That's so much potential wasted. World at War 4 lyfe.
Thought I recognized this map from somewhere. It's ok to be familiar, just make sure you really art it up.
Yep, that's exactly what I had in my mind Mostly out of necessity to try and give the Strongholds type a way of not having one of the stations being in the middle where everyone just lobs nades all day.
I really wish I could find some time to jump in forge and offer some alternatives on your maps @qrrby & @ExTerrestr1al. I guess vague suggestions will have to do... There are lots of details I'd change on your map @qrrby. Primarily I see flow/movement related things I'd adjust. In some areas flow is not defined enough (too many movement options), and in others the flow seems too restricted. Lines of sight are sometimes too flat and open, and other times too small. Overall, it's probably the best design I've seen from you yet, but there's a lot of room for polishing it up to create a gameplay experience that feels consistent to players. @ExTerrestr1al, the map shape is really simple. It can work, but simply shaped maps require more depth on a micro level to make them work. There needs to be height variations between the three primary areas, AND within each of those primary areas. A good deal of both will be critical with this map shape. There's a more fundamental issue that needs to be addressed though, and that's the fact that literally all movement has to go directly through the center. It's one big chokepoint, which is going to make gameplay frustrating and repetitive. My suggestion for addressing this would be twofold. First, slightly change up the shapes of the courtyards, and the spacing between them (so that each of them is different than the others). Second, there needs to be some way to move from one courtyard to another that doesn't require players to go directly through the middle of the map.
I know World at War wasn't competitive but it was probably one of the best games to get a group of people together and cheese the **** out. So much funny **** you could do in that game. Probably the only COD where you could walk around and use grenades as your main weapon. RIP WAW Molotov Cocktail