Zeylon Rho
Subdreddit Test Alliance Please Ignore
2302
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Posted - 2013.09.08 23:33:00 -
[1] - Quote
1. For the new Research Facility. Overall, did you feel it was too complex or not very complex in layout and navigation?
I like most of the area with respect to complexity, more so around the capture points. The somewhat "looped" building structures that comprise the slightly enclosed areas with staircases that don't go anywhere don't seem to serve much purpose though - or they seem less integrated with the rest of the structure lets say. In that sense, they're too "simple".
2. For the supporting smaller sockets (mediums and smalls) in the SI Set. Did you feel these were too complex or not very complex?
I would prefer more complexity here.
3. For the new game mode area Border Gulch, did you feel its layout and navigation was too complex or not complex enough?
The sub-structure makes the bridge more interesting than the prior bridge structure. E/C come off overly simple in layout, and the stair structure is probably part of that. D's area seems more unique because of the sunken structure nature of the area, though I wouldn't call it complex. B's area seems the most complicated because the surrounding structures on either side make a sort of super-structure/area around it, which makes it the most interesting. In conclusion, A and B hit an ideal level of complexity, and the other areas are comparatively simple.
4. For the new game mode area Fracture Road, did you feel its layout and navigation was too complex or not complex enough?
I've already commented on structures previously encountered, but the overarching pipe and long scope of this level do a great job of making it more interesting and giving depth to the nature of play without putting players using the large structure out of reach like the skyscrapers did on previous maps.
5. For the new game mode area Impact Ridge, did you feel its layout and navigation was too complex or not complex enough?
A and B have the majority of the interesting content here, in that the research facility is the more complex playground. The outer objectives are more exposed and have less in the way of structures. They're simplistic, but the open-ness of much of map makes me think that outside of A/B is intended for more vehicle play? It winds up being less interesting for infantry though.
6. Do you have any other comments or concerns not covered in this short list you would like to say?
I think the attention paid to verticality, structures, and other elements make for a more interesting CQC game in the new structures. In general, the maps prior to 1.4 lack many structures that force or involve internal combat dynamics. The ones that did often invited the most interesting choke-points and combat. In that sense, many of these maps are a great improvement.
I do think that the manner in which the research facility's roof has been walled off makes that area less interesting to utilize in combat, or for anything else. Perhaps that's meant as a pointed restriction against the dropship & attack from above tactics seen on other maps, but it would probably be more interesting to have at least a little more of it open to combat.
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