Re: A discussion on Call of Duty 'MAPS' « Reply #150 on Aug 16, 2012, 4:55pm »
Why would they make B the start flag though when it is always the neutral? Why not make that the A flag? Seems needlessly confusing and a silly thing to do on their part. Since all of the flags on that map are on the sides or corners, I'd say B is still the "neutral" as in, B is the one you need to hold in addition to another to win. I don't usually win holding A and C. It's also the only one that is sort of in the middle.
In MW2 and 1, B was usually somewhere in the center of the map. There may have been differences in how quick it took from side to side, but it was in the middle more or less. Yeah there were bad sides and good sides. You cannot avoid that unless you just make a giant box, which is not very interesting. But MW3 maps seem more inclined to put B off somewhere else, like in a corner (Dome) or make it confusingly non-neutral for no reason (Fallen) or stick it way off on the side (Resistance, Blackbox.) Dome is a really egregious example to me. In MW2 and 1 B seemed to be consistently in a middle area. In MW3 that formula seems to not be as important to the map designer.
Why would they make B the start flag though when it is always the neutral? Why not make that the A flag? Seems needlessly confusing and a silly thing to do on their part. Since all of the flags on that map are on the sides or corners, I'd say B is still the "neutral" as in, B is the one you need to hold in addition to another to win. I don't usually win holding A and C. It's also the only one that is sort of in the middle.
With the way the spawns work....if you control A, you will ultimately control B. If you control C, it is very difficult to hard B. This is just something i have notice, playing this map on MW3.
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In MW2 and 1, B was usually somewhere in the center of the map. There may have been differences in how quick it took from side to side, but it was in the middle more or less. Yeah there were bad sides and good sides. You cannot avoid that unless you just make a giant box, which is not very interesting. But MW3 maps seem more inclined to put B off somewhere else, like in a corner (Dome) or make it confusingly non-neutral for no reason (Fallen) or stick it way off on the side (Resistance, Blackbox.) Dome is a really egregious example to me. In MW2 and 1 B seemed to be consistently in a middle area. In MW3 that formula seems to not be as important to the map designer.
When you say B was in the middle, you are referring to the classic 'linear' Dom map design. A nice rectangle, with A and C at the ends, B perfectly in the middle.
MW2's maps weren't all like that. A map like 'Estate'....it was not a straight linear map. B was off to the side, in more of a triangular pattern. Ditto that for a map like 'Underpass'....which again, was not linear. The B flag was completely triangular in relation to A and C.
And again...some Mw2 maps were unbalanced. A map like Skidrow...almost a 3.2 sec difference between A and C. How about Subbase? 10.4 vs 14.6....another lopsided map. And on this map, with the B flag sitting right in the middle, overlooked by two high rise building..it was VERY hard to get it back, once lost.
Re: A discussion on Call of Duty 'MAPS' « Reply #153 on Aug 18, 2012, 6:05am »
Bad maps in each CoD (IMO, and from a general perspective)*:
CoD4: Pipeline, Shipment, Countdown, Downpour, Bloc, WETWORK WaW: All of the maps with tanks MW2: Derail, Karachi, Underpass, Favela, Scrapyard, Rust, Estate, Sub Base, Rundown Black Ops: Array, Cracked, Crisis; indifferent towards WMD and Jungle but don't downright hate them MW3: Village, Resistance, Downturn, Fallen, Outpost; indifferent towards Mission, Carbon, and Bakaara
On a side note, I don't get the hate towards MW3's maps. They aren't the greatest, but I still find myself enjoying this game. I don't feel the maps are holding it back at all. There is plenty wrong with the game though, don't get me wrong.
CoD4: Pipeline, Shipment, Countdown, Downpour, Bloc, WETWORK WaW: All of the maps with tanks MW2: Derail, Karachi, Underpass, Favela, Scrapyard, Rust, Estate, Sub Base, Rundown Black Ops: Array, Cracked, Crisis; indifferent towards WMD and Jungle but don't downright hate them MW3: Village, Resistance, Downturn, Fallen, Outpost; indifferent towards Mission, Carbon, and Bakaara
And this is why we must all keep in mind that this topic is a matter of opinion, because I disagree with absolutely every one of these except shipment, countdown, wetwork, and village.
CoD4: Pipeline, Shipment, Countdown, Downpour, Bloc, WETWORK WaW: All of the maps with tanks MW2: Derail, Karachi, Underpass, Favela, Scrapyard, Rust, Estate, Sub Base, Rundown Black Ops: Array, Cracked, Crisis; indifferent towards WMD and Jungle but don't downright hate them MW3: Village, Resistance, Downturn, Fallen, Outpost; indifferent towards Mission, Carbon, and Bakaara
And this is why we must all keep in mind that this topic is a matter of opinion, because I disagree with absolutely every one of these except shipment, countdown, wetwork, and village.
WaW's tank maps were awesome. A great change of pace every once in a while while playing the game. The tanks added some fun new strategy elements....without going overboard. Loved it. Maps like Seelow were a blast to play.
Joined: Dec 2010 Gender: Female Posts: 9,880 Location: aroo
Re: A discussion on Call of Duty 'MAPS' « Reply #156 on Aug 18, 2012, 10:52am »
I didn't play W@W much so I can't comment really. I didn't mind the tanks, but I didn't stay with the game long enough to really put them into a category.
I didn't play W@W much so I can't comment really. I didn't mind the tanks, but I didn't stay with the game long enough to really put them into a category.
I always kicked ass whenever I got one though
They were fun. Only like 3 or 4 maps had them...so they didn't come up that much. But when they did, it was fun. Probably even more fun when other people used them....because there was something uniquely thrilling about sneaking up on a tank, getting behind it, and then plastering a sticky-bomb on it...and watching the tank be disabled. Or laying a C4 trap...and nailing it that way. And yeah....maps like Seelow...where one team could snag all the tanks....oh the horror on the opponents. Some massive beat downs there!!!
A lot of people hated on WaW, because it went back to WW2, after MW1 had moved forward. So a lot of IW fanboys unneedingly ripped into the game, mostly for reasons like that. I never understood that hate. It was a good, fun game with some epic maps
I didn't play W@W much so I can't comment really. I didn't mind the tanks, but I didn't stay with the game long enough to really put them into a category.
I always kicked ass whenever I got one though
They were fun. Only like 3 or 4 maps had them...so they didn't come up that much. But when they did, it was fun. Probably even more fun when other people used them....because there was something uniquely thrilling about sneaking up on a tank, getting behind it, and then plastering a sticky-bomb on it...and watching the tank be disabled. Or laying a C4 trap...and nailing it that way. And yeah....maps like Seelow...where one team could snag all the tanks....oh the horror on the opponents. Some massive beat downs there!!!
A lot of people hated on WaW, because it went back to WW2, after MW1 had moved forward. So a lot of IW fanboys unneedingly ripped into the game, mostly for reasons like that. I never understood that hate. It was a good, fun game with some epic maps
I liked WaW a lot, probably even more than CoD4. Really, apart from the MP40 and general superiority of the SMGs (but not grossly so), the game was pretty darn balanced. It fixed a lot of CoD4's problems.
The tank maps weren't horrible, but probably some of the most frustration I've ever experienced was people tank whoring the whole match. There just wasn't a darned thing you could do. One player with satchel charges could only do so much before he'd get blown up by one of 4 enemy tanks driving around the map.
But with that, some of the WaW maps were awesome. Take a map like 'Downfall'....that just felt epic, every time i played it. It played in an epic manner. Great map. An All time classic in CoD
Re: A discussion on Call of Duty 'MAPS' « Reply #169 on Sept 13, 2012, 9:12am »
Wanted to resurface this, because IW has done something right with Elite and MW3. They have delivered on the map end. I used to spend $30 to $45 for three map content before (usually three content packs, I can't remember how much I spent on them, $10 each? $15 each?)....and this time, for the $50 I spent...i have received twenty maps.
They delivered here. So I thought that was pretty good and as a bonus, I got all the Elite clan stuff too (contests, organization, etc..)
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MW3 - (36) 16 original plus 20 map-pack maps (to date)
I've gotten 12 of those for $7.50 because me and a friend did that stupid trick to half the price when they were already 50% off.
I sure as hell dont regret it. I wouldn't pay $50 for all that though, that's just me.
Good for you. But it was still was a deal at $50 as I got all 20, not 12. Plus, I got the other things too (chaos mode, spec ops, etc..) plus I got Elite premium which involved all the clan ops. I'm pretty happy.
Some things in life aren't really worth saving $20 on. That's like only a few drinks at a bar one night. Why worry about that?
Re: A discussion on Call of Duty 'MAPS' « Reply #173 on Sept 15, 2012, 4:55am »
I like playing on Downturn. It's the metagame map of MW3. I think the map itself is ok, but I vote it knowing that the other team probably hates it (since so many people do). It has been so unpopular for so long that I think there are a lot of people online that haven't bothered to learn it (since it almost never gets voted).
I like playing on Downturn. It's the metagame map of MW3. I think the map itself is ok, but I vote it knowing that the other team probably hates it (since so many people do). It has been so unpopular for so long that I think there are a lot of people online that haven't bothered to learn it (since it almost never gets voted).
I agree. I don't quite get why Downturn gets this much hate. There are definitely maps worse than Downturn in other CoDs.
Joined: Dec 2010 Gender: Female Posts: 9,880 Location: aroo
Re: A discussion on Call of Duty 'MAPS' « Reply #175 on Sept 15, 2012, 9:44am »
Yeah i always really liked downturn. It's got good close range and long range and mid range, but doesn't swap between them so much that you're forced to account for all of them.
Joined: Nov 2011 Gender: Male Posts: 1,644 Location: Europe
Re: A discussion on Call of Duty 'MAPS' « Reply #177 on Sept 18, 2012, 4:20am »
For me Downturn is similar in design to Vacant.
If I’d have to "expand Vacant" it could be something like Downturn: rooms become buildings with many rooms and corridors become streets, no overwatching positions, open area on one side of the map only with one flag in DOM, the opposite flag in a big room; SMGs must be effective so a lot of CQC areas slightly "separated" from each other, just like on Vacant.
Many flanking routes = no easy camping. Noob rushers pay for blind running. Tough combat many times. All weapons effective, even tac. knife. Many playstyles possible. Teamwork important factor. Patience required. Moving necessary. No wonder it is the least voted map.
No idiotic “dedicated sniping positions”, elevated areas, stupid windows (Lockdown!), populated with all kind of nooby campers all bloody time.
Downturn is a good battlefield - where the enemies might be coming from many directions, but usually they are in the nearest building! - in opposition to obvious, plain and simple maps like Crash: 2 spawns with 2 sniping positions and some open area in the center (dead zone) overwatched by 2 groups of nooby campers, counter-sniping each other and some smart rushers running around.
blah blah blah .... great map better than many DLC ideas.