Woeful Map Design
Posted by DR65DR on Jan 22, 2013 7:09 AM
I think most of the forum would agree that CoD4 is what most of us hold up as the benchmark when it comes to console FPS games. So why have successive iterations come up with such awful map design? Think about it for a second. Think about some of the great CoD maps. What did they have in common? Multiple routes and variations in topography. Maps like Pipeline, with hills, buildings with more than one floor, roofs. All made for great rushing or sniping play. Vacant: multiple routes into the building with corridors and lots of interesting nooks and crannies. Ambush, the same; Backlot, the same… I could go on, but you get the point. And now we come to Black Ops 2 maps. I honestly think the Treyarch map designers start the creative process with a blank piece of paper. They then draw three vertical (or horizontal, depending on how you're looking at the page) lines. These are your routes on the map. Slums is an ideal example. Two routes expanding to three to get to the central plaza. Hijacked. Three routes (with an underground version of one) right through the map. Aftershock: three routes on either side. Flip virtually any of the Blops 2 maps on its head and you have the exact same design, no matter which way you turn it.
Come on, Treyarch. Give us something different. Your standard geometric layout is boring. Take a gamble and give us something like CoD 4's Vacant or similar.
-
Like (0)



