#Improving maps

1 messages · Page 1 of 1 (latest)

upper ravine
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I have been thinking on how to improve some maps to make them more interesting to play on and much more versatile.

First, I feel like there should be more capture points on maps that have islands, cause water vehicles have little use other than simple transport. Rarely do they have any actual effect on combat unlike tanks or BTRs.
Put something on those islands and make sure the water vehicles actually have a purpose other than worse ground vehicles.
Also verstatility.
On Namak you should be able to rope to rooftops. In general, add more ways to approach points and engage with the situation and capture points at hand.

Really, capture points on maps are very poorly spaced out, as half of the map is generally useless. New Basra is missing that unique lighthouse and since there isnt a capture point on the ships, there is barely any action there. Besides that, very few use the left side of the Wakistan map or the right side of Zalfibay. It is mere filler, it has no capture points, no vehicles, no high ground, no points of interest, NOTHING.

This brings me into my second point: more unique landmarks and destructibles.
Like, make buildings on Namak actually get destroyed, at least a couple, something to shake things up. Same goes for other maps. Wakistan could use damageable bridges, hell completely destructible ones.
Maps like Outskirts frankly feel super generic.

Third, rework some textures. Some maps really feel bland, like Namak and Frugis. They have near same color everywhere the worst being Zafli, where the textures outright blind you and make some sights useless.

lapis rampart
devout spindle
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feedback

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it's map: bugs & feedback

upper ravine
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Honestly man I'm not gonna go to each thread and criticise each map individually in those threads
Its just easier to lump it all in one while I'm at it
And I'm putting here some general map criticism here too

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Large unused space, lack of water based objectives...

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If I am not mistaken there is no "general map feedback" or anything similar

upper ravine
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Rip i got clowned on

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Its joever

loud siren
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It's hard to discuss many things in one thread, there would be many comments to each your idea mixed up + randomly some other suggestions about the change and soon no one will find what is the result of each in the end. It works way better when its separated.

analog flare
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i want basra tunnel back :(

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also more maps need landmarks and cool points of action

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kodiak is kinda eh

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e is the only good place

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and some maps have urban combat

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in houses and stuff

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which can get boring

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tldr

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add metro

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and zavod311

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or maps like those

analog flare
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i dont want boring city and midrange combat

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i want to

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fight in a boat, fight on an alive boat, i want to fight in a skyscraper that can be destroyed

upper ravine
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We need only water vehicle maps

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No road vehicles

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Just a bunch of islands and boats

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Maybe a transport heli or 2

analog flare
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or cargo ship

upper ravine
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Hell, just putting points on islands only reachable by boats is good

upper ravine
analog flare
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maps are just boring yk

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and new basra is just a downgrade

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ppl play basra for 3 things, lighthouse , hangar/tunnel thing, and the boat

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now its a kodiak rip off where you cant crouch half of the time

upper ravine
analog flare
upper ravine
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Yknow on old basra if you just add a point on the 2 islands on the sides youd get rid of a fair chunk of snipers

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If those islands had a building or 2 maybe

analog flare
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also more namak style maps

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namak is just fun

upper ravine
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Agreed

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I just want more verticality in namak

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To really spice stuff up

analog flare
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yeah i can see why

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also

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frugis is fine

lilac owl
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everything else is fine

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but metro

upper ravine
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Yeah its aight map

upper ravine
analog flare
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the train parts meh but the tunnels

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are perfect

lilac owl
upper ravine
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Yeah trains are oddly positioned

lilac owl
analog flare
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honestly some maps are too similar to one and another

upper ravine
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Its pretty baffling that people dont use antinade trophies

analog flare
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similar principles

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open air, clear for helis, large fields, 3 points of dedicated fighting

upper ravine
analog flare
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apcs in namak at cqc will be funny af

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a good portion of combat is under 70m

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maps are 2km

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reduce em a bit i think

upper ravine
lilac owl
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all the 2km maps need to be reworked

upper ravine
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Which is infact funny

lilac owl
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2km just too much

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multu islands the biggest walking simulator in the game

analog flare
mossy yoke
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Being able to get on the rooftops of Namak would make it a game of who has the less recon on their team in order to win

analog flare
upper ravine
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Just make them destructible

analog flare
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like kodiak, hold shift, wineparadise, hold shit until town centre.

mossy yoke
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Have you played old namak?

analog flare
lapis rampart
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old namak you mean the hell hole that is a 200-300 meter box?

analog flare
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but namaks cool

upper ravine
analog flare
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isle is mid af

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i dont get how you can choose it

lapis rampart
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old namak had no cover, no flanks, was small as hell.

lilac owl
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old namak is dogshit

analog flare
lilac owl
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its bad

lapis rampart
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might have been fun with a 32 server

lilac owl
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new namak needs a visual rework too tbh

upper ravine
lapis rampart
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but anything larger was just hell

lilac owl
analog flare
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district has foilage

lilac owl
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literally all of the buildings are gray boxes with no texture or anything

upper ravine
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But i like it
Night on it is super nice too

analog flare
upper ravine
analog flare
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zalfi is... burning my eyes

upper ravine
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I like zalfi, but water is hella underutilised
Literally half of the map is useless

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And yeah brightness is pain

analog flare
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wakistan would be cool to be urban and the bridges

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literally no one goes to the other points outside of d, c ,b

upper ravine
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In general maps in battlebit have point in places where the maps are literally never used once

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Like they are never properly placed anywhere

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Come to think of it i should change my og suggestion a bit and put this instead

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Like the suggestion for those maps still stand, but this general criticism is the core issue

analog flare
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also water in maps is useless

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make it so that fall damage is broken by water (is this realistic? maybe as long ase you dive into the ater you should be fine)

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so you can bail in helis over water

lilac owl
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water is pretty broken right now

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you cant use sidearms or even bandage urself

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so its a death sentence

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also shooting water blocks shots

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like if someones leg is underwater the water will block the bullet from doing damagee to the leg

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which is pretty dumb

analog flare
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you cannot crouch in ankle high water, this really affects new basra since ankle high water is everywhere

upper ravine
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Also just rewrote my suggestion

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So i dont get bothered with not putting it in the map feedback

upper ravine
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Bumper

shy lynx
lapis rampart
shy lynx
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Ship still have same amount of death and kills like on Old Basra, just sniper rifles rate is now much much lower there.
Mean players now have a close range fight between each other and less random shots from snipers.

gentle rock
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Vilaskis hahaha

lapis rampart
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lighthouse ain't a rat spot to contest a point I mean. And I have yet to have an experience where the ship is not simply a transitional space. we fight under it(the player traffic) but we move on just as quickly.

gentle rock
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You did some good work on Basara Vilaskis, maps will always be a 49/51 situation. Unless there is something majory wrong

lapis rampart
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there is little point to control or even fight over the ship. Personally I would like to have it be a point to control, rather than something we just run under to get to the other side.

gentle rock
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It shouldnt be Devil, its a sniper nest. The map shouldnt revolve around a sniper nest, cause then nobody's going to be playing the game and just shooting from/to there.

lapis rampart
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I've rarely seen snipers on the ship because they can be seen from every angle, they don't stay there long.

shy lynx
gentle rock
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Without the heatmap knowledge its hard to have a point to stand on when the dude is looking directly at how many people actually end up on the ship

lapis rampart
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I have to ask, is it the ship that is important, or the center of the map? Maybe I just haven't seen all that much fighting there but if anything its just run underneath it and fight your way out the other side. do players actually use the ship or just run past it?

gentle rock
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They use the ship

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6/6 games ive been on the map, it's has supports just barricading the entire thing, and snipers on top of it as well trying their best. People constantly storming it to clear out, and repeat

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though low sample data, so i understand could be an outlier

lapis rampart
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damn, I have never seen that. I've seen like maybe 6 players on top of the ship throughout an entire map. but same problem I guess, one player can only have so many rounds on the map with so many experiences.

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like the guy who tries to build the tower of babel every round

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he's not the norm

gentle rock
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I sniped majority of them, and i never had to leave my spot because there were always enemies up there

lapis rampart
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speaking of, sandbags can remain free-floating even after hesco base tower is removed

shy lynx
lapis rampart
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fair enough. I don't see any large engagements there so maybe that's skewing my judgement

shy lynx
gentle rock
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Its still fair to assume, Vilaskis has the data to let you know otherwise

lapis rampart
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I'm guess people just want the chaos of trying to fight over the ship in a seemingly endless struggle. which we don't get much anymore seemingly. and Lighthouse I guess is just no longer on a point/easy contest.

shy lynx
lapis rampart
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honestly surprising

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I only hear the opposite in this server

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though I must admit usually from the same people

shy lynx
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peoples want to play a games with big amount of players, but also peoples want to feel a impact and have ability to manage situation around.
We cannot touch movement or TTK yet, only options for now its to tweak a map.
Do not make it in a single line anymore, reduce distance between objectives so traveling wont be punished for you.

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we need to spread peoples without making map bigger or have longer running simulator experience.

lapis rampart
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What about the next complaint, say Basra, having too much open ground on the starboard side of the ship?

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the area is smaller but are people dying more often there or is that pure anecdotal bias?

shy lynx
lapis rampart
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huh, just more confirmation bias I guess.

shy lynx
lapis rampart
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in the future, you think you will be making maps more lived in/"there's a war going on"? like fighting posistions trenches, craters, wrecks of vehicles things like that? Most of the maps start pretty pristine with only a few exceptions

shy lynx
lapis rampart
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That's good to hear. I've got one more question, what about building destruction? is there are plans to update it from what it currently is, which seems to be based on total remaining destructible surfaces rather than a set building health?

shy lynx
lapis rampart
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that's fair enough. and to be frank, barring very small outliers, old basra E lighthouse, Lonovo B point(I forget which gamemode), it does work well.

slender python
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Can we have 2 snow maps, one which is high up in the mountain which just has unusual borders (maybe holes where you just die when you fall down) which is like Namak but in a BF5 Fjell 652 setting and another Conuqest map which is just a Ski Resort with a village in the valley and varies ski lifts and slops in the moutounous regions and dense forests (maybe we could have Snow Buggys instead of Quad Bikes)

upper ravine
upper ravine
marsh carbon
analog flare
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indeed

upper ravine
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Bumper

analog flare
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bump

upper ravine
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Thanks