What type of map of would you like to see?

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  • -=[M]=-Purevenom-=[M]=-Purevenom Posts: 3Player
    Personally I would like to see Radio Tower, Mountain Pass, Mountain Ambush and Swamp Raid. Loved those maps back in the day. The larger maps would require more long range weapons (*cough* .50 Cal and M203 *cough*)
  • [eSC]General.Jung[eSC]General.Jung Posts: 144Player
    edited April 2015
    personally i like open maps where you can go as you please, and arnt just stuck to 3 routes ,
    I agree totally. I would love to see more maps that don't have routes and makes you work. This 3 route run around the corner stuff is fun for a while but has no longevity IMHO.
    I personally, don't want to know he will be coming around that corner...or that one.
    Absolutely, such maps aren't that predictable and fosters a more cautious playstyle. Furthermore, as said, they are more dynamically and dont gets boring so fast.
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    HARDEN HC mode, SMOKE Grenades, UMM Support and RELEASE LINUX Binaries !
  • -=312th=-BOXER-=312th=-BOXER Posts: 19Player
    frankof wrote: »
    Recon!!!

    Now that was another good night map! Sniper Heaven, :joy: I second that Frankof woot woot
    image
  • ^D3v!L+^D3v!L+ Posts: 16Player
    Urban Maps - A bit Like steam roller
    Tall buildings lots of windows - would give the game another dimension :)

    Otherwise, I'd just like to see more of Urban Assault, Border, Steam Roller, Pipeline, Woodland Outpost and all old AA2 maps :)

    Cheers
  • super6-1super6-1 Posts: 100Player
    Agreed, current maps are relatively limited as far as long term playability. Something, potentially urban, with more options would be nice. The challenge is not to make it so frantic you're always looking over your shoulder.

    Hopefully we ditch the training maps and all this FLO/BDX stuff.
  • delta1sierradelta1sierra Posts: 1Player
    weapons cache se w 203 mountain ambush w ssg
  • iNv|eKCommiNv|eKComm Posts: 394Player
    A map this is build for a specific objective type. and not maps that are built for any objective type
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  • =IK=.Scooby=IK=.Scooby Posts: 119Player
    edited April 2015
    Rename the thread to...."What AA2 map would you want"....

    The UMM versions of these maps suggested above play terrible in this game so by the time they have adjusted them to work and annoyed all the retired veterans from AA2 by changing them they might aswell of just sent the time making a new map.


    I remember when we played sandstorm in a draft cup ages ago because "it was good in aa2". Worst map ive ever played.

    What you have to understand with the AA2 vets is that it isn't that all we want is just AA2 all over again, it's that we want to be able to relive some AA2-style of playing every once in a while. AAPG has it's own good maps that everyone loves. It has Inner, it has Spring Street, it has Siege, it has Downtown..and that's all fine and good. However, given this is Americas Army, we see no reason that the developers can't give us some stuff from AA2 as well.
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    Look at how Counter Strike does it. Counter Strike fans love Dust. So what do the Counter Strike devs do? They upgrade the visuals and give it to their fans. Look at how Battlefield does it. Battlefield 2 fans loved Strike at Karkand, so what'd they do? They put it in their next 3 or 4 games that followed. It wasn't in 4 and people complained. This isn't these developers staying stuck in the past, this is these developers giving their players what they want. There's nothing wrong with doing that.
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    And if I remember correctly, weren't we teased that we'd be getting a version of MOUT a while back? I think it was when the map editor was announced. Dunno what ever happened with that. But yeah, mixing a bit of old, maps that players literally put thousands of hours on(I know I played pretty much strictly Pipeline and Weapons Cache, with the ever so occasional game on Urban), in with the new is a perfectly fine idea. It's not taking anything away from PG, it's adding to it, something that will make fans of the series old and new happy.
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    edited April 2015
    before the devs can release a map that feels anything like MOUT (if you're not going to try to make it feel like the original then there is no point in making it) they would have to:
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    introduce a fog system so you can't see from one side of the map to the other.
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    also i would love if they would scrap these janky ladder controls in aapg and give us aa2 ladders.
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    finally, they need to make it so objectives can go neutral. to allow tie breakers. before you can put up your flag you first must take down the enemy flag. so first it goes neutral, then you put up your flag... instead of it all being one action.
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    no supported positions on MOUT windows or boxes please!!
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    fix flashes so you don't blind yourself when you clearly are not exposed to the flash..
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    remove sprint + reload


  • 4DChessGenius4DChessGenius Posts: 2,161Player
    Fog is in the game. If you load up mission editor it's not difficult to add in.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    I was a Dusk [TOS Violation] in AA2 for quite some time.. played the remake on AAPG and didnt think it played all that different. granted VIP vs Flag.. but still the same feel
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    I do think a lot of the AA2 maps won't play well (or at least the same) in AAPG simply because most of them were designed to be played with burst fire weapons (with a couple M249s) with iron sights. Adding in all automatic weapons and sights (even M68) changes the way all of these maps play.
  • [eSC]General.Jung[eSC]General.Jung Posts: 144Player
    edited April 2015
    Yea the feeling is still somewhat generatable.
    -
    But to stick with the comparison you made Doba; the VIP mode was much more different as the flag mode, because the VIP was already wounded and not that reliable as a normal soldier, beside the fact the if he dies its over. That is an example how even a gamemode can enforces a more slow-paced playstyle.
    -
    But I have to admit that we had a lot of dying VIPs, that didn't knew what they are doing. This could be one of the reason of the current flag extraction mode. Now we just have to retrieve the flag from a risky spot in a chain.
    Greetings from Germany. General.Jung.
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    HARDEN HC mode, SMOKE Grenades, UMM Support and RELEASE LINUX Binaries !
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    In all my hrs on Dusk, I was a vip you didnt want to mess with back in the day.

    Yes obviously the VIp mode changes a lot on that map, but the overall play was similar.. while playing I still took the same route as back in the day, still people favored the North side of the map as means of attack.. + the map was identical so those old feelings came quick.. I liked the experience after years of not playing it
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    I would like to see more maps designed for 5v5 competitive play. So when you design these maps you must take into consideration that there will be 5 people on each side. From there you must make sure that each route is balanced from attack to defense. If defense can get to a good spot faster than assault you must make sure the is a route somewhere on the map that gives assault that same advantage. Red Line is actually set up really well in terms of route timing and balance for each side, But just because the route timing is balanced and map is balanced compared to other aapg maps does not make the map perfect for competition. My biggest issue with redline is it far too simple and easy. Its like 3 roads. With boxes and other stuff to take cover. The upper level of redline is pretty good. If the entire map was more similar to the upper level and war room I think the map would be much much better.


    So overall the type of map I would like to see is a map designed specifically for 5v5 good route timing balance. Good Balance for each side. (Defense doesn't have a huge advantage over Assault or Assault doesn't have a huge advantage over Defense in terms of room design, what can be used for supported fire, what can be used for cover, etc..) The map must have 4-5 choke points. This means there must be atleast 4 or 5 ways of getting to the objective. For example Crossfire has South, North, Yankee bridge, and North Bridge. Intercept is pretty solid for 5v5 competition it however only has 3 choke points and with how easy to defend mid or south is you could say there is only 2 choke points for assault. Having only 3 choke points makes it really hard for Assault to come up with good attacking strategy's what makes this map ok though is the fact that you can get through north choke point and make it to mid street before defense can spot you. It is however very easy to nade this and defend it. If this map would've had 4-5 choke points it would of been a player favorite. But as it is right now Intercept is pretty heavily defensive sided. Making the map unbalanced but comparing it to the other maps in the game It is a really good map, and even though it only has 3 choke points I still enjoy pubbing it and scrimmin it etc. Put objects in the corners of buildings blocking people from just sitting in a corner of the room beside the doorway waiting for someone to run by, For Example: (LOL! This is from this morning I was playing breach and this guy is sitting in the west north [TOS Violation] corner on breach just waiting for someone to run by as you can see in the video he however choose to go for the choke instead of shooting and missed me.) This is just like camping a door way and sitting in corner to right of the door waiting for someone to run by but not as a bad. I would even go as far to say remove that [TOS Violation] corner in the west north on breach. Why is it there? What is the purpose of this being in the map design? Another spot that corner campers love to go to is yankee building on crossfire to the left of the door camp in that corner and wait for some fool to run by. If you follow the steps in this thread. You should have a really great 6v6 (5v5 for competition) map on your hands.
  • SOPMODSOPMOD Posts: 230Player
    The maps that people claim were good in AA2 ive tried before in this game and they played poorly.

    I played Weapons Cache and was not impressed at all. Corridors worse than inner, it was too dark and choke points that were extremely difficult to get through if the other player wasn't completely useless.

    That is just how AA2 maps were. Hard. Chokepoints were unforgiving and timing at spawn needed to be spot on or you had to change tactics.

    But the differences in gameplay compared to AAPG made it fun and challenging every round.
    --
    The biggest difference in maps that the devs dont seem to understand is that in AA2 maps you couldn't simply walk around the edge of a map in COD style. They weren't square and when they were it was still hard to just walk around the edge and be effective. That's also why objectives hardly get done in AAPG.

    And that's where the missions over maps topic comes in.
  • Csar,courtyard,impact!
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    edited May 2015
    SOPMOD wrote: »
    The maps that people claim were good in AA2 ive tried before in this game and they played poorly.

    I played Weapons Cache and was not impressed at all. Corridors worse than inner, it was too dark and choke points that were extremely difficult to get through if the other player wasn't completely useless.

    That is just how AA2 maps were. Hard. Chokepoints were unforgiving and timing at spawn needed to be spot on or you had to change tactics.

    But the differences in gameplay compared to AAPG made it fun and challenging every round.
    --
    The biggest difference in maps that the devs dont seem to understand is that in AA2 maps you couldn't simply walk around the edge of a map in COD style. They weren't square and when they were it was still hard to just walk around the edge and be effective. That's also why objectives hardly get done in AAPG.

    And that's where the missions over maps topic comes in.

    true. in most aa2 missions/maps, it was very difficult to flank around the side of the map. not without killing the portion of the team defending that side. (but that was the challenge and the fun of it) and even then the enemies on the other portion of the map would bunker down and focus on defending the obj since they were then outnumbered... (also fun and very memorable)...
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    and so it wasn't all about running around in circles sliding around corners and spraying each other in the face. the defenders couldn't just ignore the objective and run off and try to flank the assault team when they were outnumbered (team deathmatch). they couldn't sprint and reload in the middle of a gunfight and pop out from an OP supported placement and spray someone down and call it a win.
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    they had to stand their ground. hold their position. defend as a team. breach as a team. complete a real mission. not just "kill all enemies"... which being the primary win condition in all aapg maps, gotta say, it doesn't have longevity as a game. and it sure doesn't create great memories of clutch matches. it's also why pubbing and comp in aa2 were so near identical that comp attracted far more pubbers. the game was grounded. it wasn't a bunch of silly maps where you immediately spray gunfire from spawn to spawn and then rush around and nuke every room with a nade because there are no doors or ceilings....


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