Shion Typhon
Intara Direct Action Caldari State
17
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Posted - 2013.06.06 04:06:00 -
[61] - Quote
Eggress wrote:I hate to be negative, but the Dust 514 level designs are easily the worst I have ever experienced in more than a decade and a half of FPS gaming.
Marathon levels had better flow. Open-battlefield has never been done worse.
Again, I hate to be negative but this needs to be said. Learning to move through these maps is an endless chore of memorizing dead ends and which stupid little bumps will bring you to a dead stop unless you plan ahead and blow half your stamina jumping over them. Pretty much the polar opposite of good FPS map design.
This is sadly true. There are three basic problems with Dust maps
1) The aforementioned dead ends, that stack of containers against the wall might look realistic but it makes for terrible FPS gameplay. You spend far too much of your time backtracking or getting caught up in pathways that don't contribute to the battle.
2) The maps are of a completely different scale to the gameplay. The distances are far, far too large, even for the vehicle combat. In almost every combat situation you will spot your opponent long before you engage them (usually 3-8x your weapon max range) and have to travel significant distances to engage with one another, even in LAVs. You can't be sneaky, you can't cover run, etc etc, fighting is far too predictable and CQC weapons are pointless.
The other side of this coin is that snipers and super long range vehicle weapons can fire from so far away that you simply have no idea where the fire is coming from. Respawn 5 times and still be none the wiser as to where the fire is coming from, it could be from the redline or the MCC, who knows.
You need long and short range parts to each map but you guys have the balance all wrong.
3) There is in reality little in the way of cover other than major blocking walls. The game engine is bad at clipping so something you think is cover is actually completely transparent to fire, that supposedly solid railing or bunch of crates is actually a foot shorter than you think it is, so crouching is useless 95% of the time, everyone can still see your head and blow the top of it off. The only effective way to cover is to strafe back behind a full height wall.
You guys need to go back and take lessons from the TF2, Unreal Tournament and Quake design communities. |