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@Kaptyn027good idea to get in there, I will have to do the same to check it out in person (which is quite disappointing).
But great work either way! They need to pin posts like yours.
@Straatford87 please relook the location of the objective at the Data Center.
Now that it is moved to the 2nd level, the main routing is funneled to the two doorways from the outside because the stairwells are a death trap.
Previously, on the lowest level, you had 2 doorways, and the mid-level doorway that opened up to two balconies overlooking the objective area. You lose some of that vertical gameplay now on the 2nd floor because it has a hard ceiling and floor with no internal balconies. Also, on the objective, you no longer have the pedestals and element of darkness. Just something to consider.
Can you at least extend the objective area a little more outside of the doorways so there are some vertical fighting options there?
Thanks!
- RMEChief4 years agoLegend
@Adamonic wrote:@Straatford87 please relook the location of the objective at the Data Center.
Now that it is moved to the 2nd level, the main routing is funneled to the two doorways from the outside because the stairwells are a death trap.
Previously, on the lowest level, you had 2 doorways, and the mid-level doorway that opened up to two balconies overlooking the objective area. You lose some of that vertical gameplay now on the 2nd floor because it has a hard ceiling and floor with no internal balconies. Also, on the objective, you no longer have the pedestals and element of darkness. Just something to consider.Can you at least extend the objective area a little more outside of the doorways so there are some vertical fighting options there?
Thanks!
I have now played the updated Kaleidoscope map a few times in Breakthrough, and you really need to relook B sector (the data center) objective area like I said above.
The new objective area is way more defensible than the ground floor area and the objective area is pretty much completely immune to aircraft and vehicles now.
With a few Irish, it is virtually impossible to win that sector as an attacker unless you have a terrible defender team all fighting off the objective.
My recommendation: slightly extend the objective area border outside of the two doorways further. On one side the area goes out a little further than the other. I would extend both so the attackers can get a foothold somewhere outside by the staircases.
- ABC-Warrior-real4 years agoSeasoned Veteran
I like the updated map, a shame it's hampered by the match making so you have no way to search for games running it.
As for Orbital, no need to change it, but I'd love to see the original breakthrough layout reintroduced, where there are 2 capture points at the start
- edgecrusherO04 years agoSeasoned Ace
@ABC-Warrior-real wrote:As for Orbital, no need to change it
Sure there is, so they can make minor changes to maps that aren't really a problem and to brag about how many map reworks they've done. Because to actually target the other problem maps like Hourglass would take them a long time and slow down the rate of map updates - by their own admission.
It's all about the smoke and mirrors, all about how they can position things to be as positive as possible regardless of the actual impact on the game experience.
What sounds better?
"We've updated two maps this season, enjoy!"
or
"We're still working on updating a single map, no updated map this season. This one is a doozey and is taking a lot of time."
- WedgeTornado4 years agoSeasoned Veteran
@Adamonic Hey man I haven’t played this rework yet but from footage I’ve seen does it seem like on conquest that some objectives seem completely overhauled(advanced operating base) while others don’t seem like much has changed(skatepark) flag.
Can others comment on this?Some objects changed, while others not much at all?is it because it doesn’t need to? I still feel like there’s areas too pristine like the streets and the fresh cut grass. Not that this affects the game much.
I need to go over some of the things I’m reading and my own opinion and sit down and play it then make another post.
- RMEChief4 years agoLegend@WedgeTornado Yes, you are correct. They did great work at the FOB, but from what they talked about, they are at their max asset count. So in order to add anything else, they have to take it away from somewhere else on the map. However, since this map was already updated, don't expect any additional updates.
You are correct, majority of the map is spotless, it doesn't make sense. The grass should be shredded with tank tracks and craters from bombs. Walls should have blast markings, etc. - WedgeTornado4 years agoSeasoned Veteran
@AdamonicWhat if they can take this feedback and try and put it towards the remaining maps? They should still be able to add things to this one in futures updates and should never feel DONE with any of the maps. Make them the best they can be until the end.
@Straatford87-Im not sure we’re all aware there is a max asset count we have to work with. I would stress that to people.
You can’t just keep adding stuff. However I keep seeing comments that the new kaleidoscope map still feels to too big and I’d mention this too the devs.
They could shrink it down, wouldn’t that help with assets? - WedgeTornado4 years agoSeasoned Veteran@Adamonic Does it feel to big still? Like how much of the map could be cut off and still be a good sized map?
- edgecrusherO04 years agoSeasoned Ace
@WedgeTornado wrote:@Straatford87-Im not sure we’re all aware there is a max asset count we have to work with. I would stress that to people.
You can’t just keep adding stuff. However I keep seeing comments that the map still feels to too big and I’d mention this too the devs.
They could shrink it down, wouldn’t that help with assets?Bragging about poor map design and budgeting to try to provide context for why reworks are taking forever isn't exactly a positive thing, either.
Devs know their maps are all too pointlessly large now, hence why Exposure is a bit smaller and they're working on other smaller scale maps. But I imagine the work needed to reduce the total size of the launch maps is, much like the work needed to make Hourglass even an "okay" map, a monumental task that's probably not worth the investment given the limited return.
BF2042 is a masterclass in how not to plan and design maps for your game, at least when it comes to the launch maps.
- WedgeTornado4 years agoSeasoned Veteran@Adamonic would making it feel war torn add to their asset count?
If performance is a struggle still, would this hinder it?
From what I heard from Shashank in the briefing reworking levels Is not easy. We all want this this and this, but there has to be balance.
Will it hurt performance, will it affect this gameplay? We almost have to get to a happy medium and they should tell us why they they couldn’t do certain things with the rework. That would answer a lot of the questions here. - WedgeTornado4 years agoSeasoned Veteran@edgecrusherO0 The thing is from what we know right now we will not be getting many more new maps for this game.
We will very likely end with 17 total maps and that’s including portal maps. The fewest of any battlefield game.
What if they make them all good? Or at least solid maps? Take our feedback from kaleidoscope and put it into the others. Don’t be done with this map and return to it down the pipeline.
Most of the devs from previous titles are gone. These guys know how to make maps but not Battlefield maps. This is what we have. We have positive in Exposure though.
17 SOLID maps wouldn’t look as bad now. To me that could be a good investment.
Going from a overwhelming negative rating on steam to somewhat positive. Would be a good thing for the franchise.
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