I’ll preface this by saying that I predominately play 128 Breakthrough, so most of my comments are specific to that mode and player count. Further, I think it is difficult to isolate maps as a topic because how they play is intrinsically linked to the design and balance of the game. I’m specifically calling out vehicle balance (number of vehicles, overpowered weapons, lack of counter measures, infantry farming) and specialists (the grapple hook and wing suit in particular).
Traversal
Maps need more pure transport vehicles, such as quad bikes and dirt bikes. These can be call-ins or just littered around the map. At the same time, transport vehicles need to be just transport vehicles and not armoured highly agile killing machines. This means reducing the number and lethality of Boltes, MAVS and Little birds. Trying to defend a point when there are 4 Boltes, 2 Little Birds and 2 attack helicopters and a couple of tanks all either trying to run you over or blow you up is not fun.
Intensity
I enjoy the focus and chaos of breakthrough, but it can become too much when it becomes focused on one point (i.e. there is only a single point in a sector, or the location of the points means you move from one to the next), especially when combined with the OP vehicle spam. For example, the last two points on Hourglass are single flags which focuses all the attackers on the single location. When you are not being run over by the many Boltes, or being pulverised by their 30mm cannons, you have the Little Bird pilots going 100+ KD circling around and destroying the defending infantry and light vehicles.
Line of Sight / Cover
I’m combining these as they are somewhat related.
There needs to be a degree of protection when deploying at primary spawn points – there are multiple maps where you can be killed by snipers or even close infantry immediately on deployment.
Part of the issue is specialists and the grapple hook / wing suit gadgets. These allow players to negate most map elements you put in to help address issues with being shot from anywhere at any time. With these gadgets you can get to pretty much any location, fly around any obstacle, and avoid any chokepoints (designed or otherwise).
Possibly the worst offender here is the wing suit specialist. Equip them with the PKP and ammo box they have infinite grenades (both as additional gadget and as a ‘throwable’) and e ammo for their large capacity weapon. The wing suit allows simple flanking and with the meta loadout you can wipe out a whole position. It is great for YouTube clips but no fun to play against.
The wing suit needs to be its own stand-alone gadget and shouldn’t be combined with the infinite grenades. Further it needs a nerf... when you land / crash into something you receive the same amount of damage as the angle you hit it at (i.e. glide gracefully to the floor and you'll take 1 to 5 pints of damage, slam into the side of a building at full tilt and suffer 90 points damage), have a minimum drop before being able to deploy (10 meters), and work with gravity, i.e. no upwards vertical gain while gliding.
Paths
Once again, I find one of the primary issues with forcing paths is the grappling hook and wing suit gadgets break anything you can try an build here. Address these gadgets / specialist and you’ll go a good way to solving some of the pathing issues
General Map Issues
You didn’t ask, but there are a couple of other issues with the release maps that I think it worth bringing up:
Map dressing: The setting concept of failed states and environmental carnage is great and the Exodus short film portrayed a gritty environment, littered with detritus of displaced people and waste and conflict. What we got in all the maps (bar Discarded) is a very clean and pristine environment with nothing suggesting the world is on the brink.
Map rotation: For whatever design decision, match lobbies are disbanded after each round and the game then searches for a new server. This works fine for BR type games, but fails for traditional BF for a number of reasons:
- You have to wait for a new lobby to fill up before a round can start (OK for BR, not great when you have just been on a full server)
- You can end up with the same map you have just played immediately after, which greatly reduces enjoyment. One evening I managed to get Orbital 5 times in a row, each as defender – was like playing the Beta again.
- Sometimes you can end up with a great bunch of randoms in a squad and you’ll like to stick with that for a while. With a new lobby each round that spontaneity is lost
- With a set sequence you know what will be coming next in the rotation
Map variety: There are only 7 AoW maps at release with two modes per map. This isn’t going to change until Season 1 (and even then not sure how many more maps we’ll see). This lack of maps and modes severely limits the longevity of the game and is also really poor value for money on a $60 game. To keep players active you need more content, so there are a couple of possible solutions:
- Promote some of the Portal maps to the AoW rotation
- Add more non-Portal modes to AoW – TDM and Rush would be perfect candidates
- Build variations of the existing 7 maps for the existing modes (and others). For example, you could flip Hourglass – start in the city, have the stadium as a point and finish in the deserted town, or for the smaller modes (i.e. TDM) you could utilise multiple areas from the larger maps (on Discarded, you could have a TDM area around the flooded village as well as where it sits now). Each time the round starts you’re not sure which version you will get so it will add interest and variation.
Environmental effects: The idea of the environmental damage is good in concept, but missed something in execution. For example, you are in a building and the fire suppression system goes off and you suffer cold damage once is OK, but then it keeps going on or off forcing you out of the building where you get picked off by snipers halfway across the map or killed by one of the many vehicles descending on the point. Keep the events in, but have them trigger only once and then be done for the location
Destruction: There is always a balance to be struck between maintaining cover and having a realistic environment that is affected by the conflict around it. Unfortunately it seems that 2042 doesn’t hit the right point on this. I think we need to see more destruction but coupled with greater amounts of cover so it becomes less of an issue when buildings are destroyed. I felt BFV hit the sweet spot on this.
Levelution: This is slightly different from destruction in that it can alter how a map plays out. I know Levelution was really only in BF4, but it set an expectation. In BF1 we had the wreckage of Behemoths to content with, though I can’t think of any BFV examples. Aside from the exploding gas / oil units and canisters, and tornadoes on every other map, I think we only have the following in 2042:
- Orbital: Rocket taking off or exploding
- Discarded: Can pull the sides of the derelict tankers down
- Manifest: Moving cranes / containers
- Kaleidoscope: Radio mast can be brought down, raise and lower bridges and bollards
I can’t think of anything that changes in Renewal, Hourglass or Breakaway
Conclusion
It is great you are starting to look at the maps, but you can’t fix the game by only updating them in isolation. There are multiple design decisions that result in the poor gaming experience we have with 2042 that has driven the payer base to be only 2% of what it was at launch
Anyway, this is a bit longer than anticipated. Hope it gets read! Time for a beer...