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Showing results for tags 'map design'.
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Hi all, I'm in the midst of designing a map and got to thinking "what about the map design in Squad do I like?" What do I not like? I was hoping we could all have a discussion on this topic in a effort to put forth common design principles of good Squad level design both in general and in regards to specific gamemodes (AAS, ConQ, Insurgency, Invasion.) Note that I'm talking about map/level design here, not game mechanics that are outside of the scope of level design (eg. "sniper range is too far,) but includes gameplay that is facilitated by map design (eg. I hate being sniped from across the map when there is no cover in sight.) Basically I want to talk about how the level design can shape gameplay in a positive way. To start, one thing I like in Squad is maneuvering on the enemy to engage or flank. Elements such as having lots of cover and having routes that allow teams to post overwatch positions to cover maneuvers can help to increase game flow from Cp to Cp. Something I dislike is how the capture points on most maps are easily defended. This has the effect of making it difficult to dislodge a defending team once they capture a point and you end up with a game of mini defend and hold missions - which isn't great gameplay to many people. Making the space around CP's less defensible would result in more dynamic back and forth matches and increase the usefullness and reliance on building fortifications around the CP's that are most valuable. This of course would need to be balanced with logistics. If a team can easily afford to turn each CP into a super FOB then there is no point to the strategic choice of what capture points to build up. Another thing I hate -badly design road networks. It should be much more straight forward to figure out a path from the main base to capture points on some maps. I'm looking at you CHORA. One or two more bridges would seriously help here. On that note, really really long unboken walls are also terrible. Both high and short ones. Again, WTF CHORA. Getting rid of some of the walls and adding some bridges could really open up the map to more gameplay possibilities. As is it feels restricted like you are funneling players into specific corridors.
Proomu posted a topic in Feedback & SuggestionsConcerning map design, there's one thing that have always been bugging me, and it's the lack of road side ditches and other important terrain elements. Not just in Squad, but in pretty much every other video game out there. In most games, the roads seem like a road like -textured carpets laid over the terrain. No ditches, no embankments, usually they are just more like a visual markings or guides on the ground acting as a ''road'', rather than actually functioning as one, or having any influence on the gameplay. If the road banks and ditches are properly implemented, they would serve many purposes in the battlefield. People can hide and crawl in them. During firefights or mortar barrages people would take cover in them and use them as a trenches. Some careless drivers would slip their cars and trucks off the road to the ditches or even get stuck in them. The lack of these simple terrain shapes takes a huge piece out off the diversity of the map and its micro terrain. I know that you devs have probably pondered this stuff too, so i would like to hear what do you think about it. But i really do hope this gets somehow implemented, it would make a huge difference.
Hey, Just an idea that deserves to be thrown out. Adaptive map assets ie. tank respawn times and so worth that prevents spamming in small amount of assets in situations where the server doesn't have as much players what the map is designed to have. So in short maps adjust its certain resources based on the amount of players playing it. In example no fighter jets if there is only 40 players etc. So the turn and game experience not turn to a spam of one or to assets, mainly heavy fighting vehicles. This suggestion is based my few years and few kilohours of game time in another [once] big combined arms fps game. A spark to make atlast this thread arised from another thread: http://forums.joinsquad.com/topic/557-what-tools-and-features-would-you-like-to-see-for-servers/page-2