y aren't there any war maps that are like in a haunted house of mutlilevel maps??? now that i look at the maps i see that they all are flat on the ground and are all similar. wouldn't it be cool to have a war map with cramped hallways and nodes on different levels of the area and scavengers rolling down those cramped hallways crushing people? just a thought.
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Originally posted by cdiddy View Posty aren't there any war maps that are like in a haunted house of mutlilevel maps??? now that i look at the maps i see that they all are flat on the ground and are all similar. wouldn't it be cool to have a war map with cramped hallways and nodes on different levels of the area and scavengers rolling down those cramped hallways crushing people? just a thought.
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I have no interest in someone camping the portal with the impact hammer, I freaking hate that. Having said that, there are a lot of maps like that. Simpsopns Home Invasion has already been mentioned, deathdome, azeraw, archaic bluffs with the cores in the trees, dragon city, asteroid field, space jox, megaring station, even a remade war-house. Sadly, nobody really plays them. They exist, that's not the problem. Cheers!
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The portal isn't the only means by which you could get to the top of that platform which was the point of my post. Compared to some older games, the gameplay of current generation games feels too one dimensional because comparatively speaking, there are very few ways to get fragged in an unpredictable manner. For example in DOM-Sesmar once you spawned in one of those narrow hallways you could be fragged from above by a shock *****, blown to bits by a 6-pack of rockets from in front, or be gunned down from behind by a minigun. That sort of variety that keeps you guessing is missing from newer games.
Regardless of what the custom map scene is like, the stock maps of a game will almost always dictate the feel of the game for obvious reasons. To me it's evident that the style of maps has shifted towards a more monotonous and 'flat' feeling. Sure, you're always going to have to think about where your opponent is coming from but the number of paths they can take in getting to you is too limited in my view.
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