Why is Spring Street so Comp popular?
Bashar_al-Assad
Posts: 580Player
Everyone seems to play that
Bashar_al-Assad
Posts: 580Player
Comments
If I had to name a gripe, I'd say I don't much like the cheesy spot on crouch stairs for hitting Bricks etc through the gap in the plywood.
Earlier in development it also had popularity just because the total number of available maps was lower and there were some BDX maps that were considered "flawed" by some in the competitive scene.
It's due to the result of not too many maps good enough.
Breach is not a favorite because every single wall/window is spammable basically you pick up an AR and spam through every window in defense area from assault and you can get easy kills I did it to a guy who just grab the flag spammed him through the walls/wooden windows.
Crossfire - used to have open roof bomb locations and other areas. So it wasn't favored too much. It is also very small. So defense becomes a cluster for the defending team. With the changes the dev team have made to crossfire I can see it being ok now and more enjoyed.
Spring Street - has a good mix like Saccho said. I also agree the crack in crouch should be removed and should've been removed a long time ago. Lot's of easy kills from there.
*Solution make the crouch wall double plywood so there is no cracks or make the wall metal. Or if you want the wall spam-able still make it drywall.
Siege - is pretty good not too much I would want to change here other than blocking the windows in library from allowing bullets to go through. Same with closet wall I would make it so you can spam bullets through these walls.
Lockdown - By far the worst 6v6 BDX map in the game. You can go supported on basically everything in the map - which dumb downs the map a ton and makes it really boring and easy. There is windows everywhere so nades are easy. You can nade anywhere you want. Way too many angles to cover/watch. Way too many windows/open windows. Also its very small.
Outer Hospital - decently made need to get rid of all the cheap bushes. Not a favorite because its open and long sight lines. With too many scopes. (1 AR with elcan, 1 m24/m14 with long range scope, 1 DM - m16/m14 with acog and other scopes. Half the players in the server can use scopes that's too many.) In competition though where you can not allow the DM role and AR elcan, and just have Rifleman or m24 sniper rifle bolt. I don't see why it can't be played more.
Checkout - Too many supported positions. OP sight lines on assault to kill defenders rushing sea food. Clothing store is only open to assault. (Makes the position sort of OP because the only way to get up there is from Assault spawn or via vaulting up boxes 2 times.) Still fairly new map not much else to say other than Arcade doesn't really fit the them and enemy's can hide in there really easy a guy prone on the arcade floor is basically invisible.
Watchdog - Due to the unreal engine bug with shadows you see shadows through the floor and this can spam people easily through floors. (I have got many cheap easy kills shooting at shadows through the floor because I am good at figuring the angle I need to shoot at. Also you can just go straight underneath them and line up and get the kill. Before when watchdog was just a BOMB in the center and not C4 you could sit below Objective and spam through floor to get the kill. Watchdog has a good mix of CQB and long distance. One big issue with watchdog is how easy spam nades are for defense. The walls on the top floor should've been much higher in some areas to prevent this. While still allowing people to peek overwatch and other areas allowing certain spam nades but not allowing a spam nade from everywhere. Despite its flaws overall it is a good map. Would be 2x better if all walls were made metal or drywall.
Red Line - Map is good should be played in competition more. I think the main reason it is not is because how long rotates take for a defuse on bomb. This does not affect Flag Extraction mode though so I am not entirely sure why red line is not played more or at all.
Inner Hospital - We already went over why this is popular. My main reason would be its very simply and easy. Hard for someone to flank you. So you can basically get away with watching straight ahead and not having to watch your back. *Lots of cheap camping spots for defense as well as assault*
Intercept - Pretty good map however favors defense way too much. Should of been one more route for Assault. Also mid walls should of been made hit to prevent nading middle arch on defense or prevent assault from nading mid as well. The textures are really bad on some peoples eyes and make it hard to see for some. (I myself need to take my contacts off to play it or my eyes get watery.) Overall Intercept is designed pretty well. I probably favor the C4 version over the Flag version.
Harbour Assault - An America's Army 2 remake of Urban Assault. They destroyed what made Urban Assault so great by leaving so many places open for spam nades. Example: X objective, Pump house cut-through by north alley and the stairs leading up to north conex. They should of try and kept some of the buildings similar so they were closed in a bit more. The map has a huge flaw when it comes to 1v1's in comp or even in public play because if both teams have 1 objective and both of last players on each team decide to go for the objective instead of switching the objective to neutral when the opposing team touches it or even at half way it doesn't switch until the very end. So in that 1v1 situation whoever started the objective first wins. This is a huge flaw. Something past AA Series thought of and did not allow. Mout mckenna switched to neutral at half way or at the start. Urban Assault switched to neutral immediately. Overall this map is still better than most however the flaw of the way activated objectives work in this game is a little bit too much especially since this is our only OT (Overtime) map to use for ties.)
Shadow Step - I like this map, the only issue we have really had is the extraction point should of been push back more inorder to prevent people from sliding out of bakery onto the extraction this leaves you stranded in a 1v1 situation because basically you are forced to play bakery or fairly close to it or risk losing the round due to a slide to extraction. This makes it very easy for the Assault team to guess where you are in those 1v1's or 2v1's or w/e and if they have flashes they will most likely flash you properly, because it is most likely you will be here or there. Overall shadow step is one of the better 6v6 BDX maps.
Rest of the maps are a little to big for competition. They also don't have 6v6 version. I still am not sure why there is no 6v6 harbour assault version.
Also keep in mind just because some of these maps are considered top maps for the game does not make them perfect and how future maps should be designed. They are just considered better than most. Nobody is going to go and play another game and try and recreate one of these maps from AAPG like you have with DUST on Counter Strike, or Crash on the Call of duty series, etc.
Hope this helps you better understand some of the maps from a competitive stand point in America's Army Proving Grounds.
Maybe because, 6vs6 harbor assault would be like Lockdown :-P
I love this community!