Max Trichomes
Quantum Kittens Syndicate
68
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Posted - 2012.07.05 23:48:00 -
[1] - Quote
I am just going to be blunt, the map design in Dust 514 is poor, at best. Maps are mostly open fields with a bit of clutter and crates scattered around for cover. The maps are missing buildings and installations. Now the previous map was marginally better, but it still fell short. Admittedly it did have more pathways, impassable paths, and a few buildings at the end.
The open field maps we see in Dust need more, they need buildings and installations through out. Current maps cause vehicles to be very OP'ed (OverPowered), when in reality it is not the vehicle that is OP. There is no good reason to go infantry on the current maps. There is nearly no where a drop suit can go where a tank/dropship can not, and a drop suit is way more squishy. Having complete access to nearly every corner of the map in a tank is why we often see tanks that go 30-1. Having no buildings with infantry sized doors is why there is no where to hide from the dropship drop of doom on yo head. Snipers also get the short end of the stick with no buildings. Snipers need buildings to go in to and be able to snipe out of, both buildings in useful spots by objectives and off the map. These buildings would also be very useful for anti-vehicle infantry. It would give them some real cover in which to fight from. With anti-vehicle infantry more than a minor annoyance to upgraded tanks, tanks will need support infantry with them to deal with the enemy AV infantry. This promotes even more team play. Even the assault suit wearing grunt gets to have fun, killing all the people busy looking out the window not watching their back. Buildings also serve as a good place to put drop links and as relay points for a squad to meet up before assaulting an objective.
On these maps there are all sorts of places we should have buildings. The roads between objective should have buildings, as well as buildings on the outskirts of the map. I want to see hangers with rifters and ship building components, amarr slave quarters, gallente factories, and I want to fight in them. There should be rural maps, and urban maps, but both need some buildings. For example, on the new map, that big square platform toward the middle of the map should have stairs, and infantry access to the top. The staircase could be covered (like a parking garage) with windows (inwards and outwards) at each of the 3-4 floors. It might even be cool to see one of the objectives in a building, like one of those large buildings on the sides of the map. Put 2 sets of stairs in the building, with access both from top and bottom. An organized team could drop a full squad with a dropship on the roof and then storm the building, or they could just go in on the ground floor. With just a bit of creativity one can imagine all sorts of cool buildings and the places they should be. Since I don't plan on making a TL:DR I don't want to go on and on about all different building ideas.
With the open field maps it makes a majority of engagements long range engagements, even more so when hit detection gets better. This makes many weapons and vehicles OP'ed and many others very UP'ed (UnderPowered). The maps make the short range weapons really UP'ed. There needs to be CQC and mid-range engagements, and not just right around an objective. Even though the shotgun is a beast up close, it isn't that effective in Dust because you are going to have to charge through an open field to get to me with that shotgun.
Adding buildings to the map will add a lot of depth to the game. It will also make some of the things people are complaining about being OP'ed not so overpowered. These open maps seem very very empty and basic, and they promote that kind of game play. |