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VRACinque's avatar
4 years ago

Remember when map design made sense ?

We see so many feedbacks about how bad the map design is in BF2042. And i must say it's hard to disagree.

Altho i find DISCARDED to be quite an interesting one, with good covers and multiple path to choose,  but mostly on the north side in the 128 versionORBITAL is really promising too BUT again only the half bottom part (south) in 128 version.

Renewal and Manifest have interesting ideas but also massive flaws. 

But the most funny part being that through PORTAL they showed us how the map design were really well though in the past. ARICA HARBOR being a really good one, and the top of the top VALPARAISO.

Side note : BATTLE OF THE BULGE and EL ALAMEIN are really great too, would need a few little modifications to adapt to modern weapon gameplay.

So one could ask, why ARICA, VALPA, BULGE and ALAMEIN are so good ? What make a good map ? 

• TERRAIN TOPOGRAPHY make the whole difference.

The maps are not flat, they have multiple reliefs breaking them in different section. VALPARAISO is a great exemple, the entire map especially in Conquest is a massive reliefs irregularity. Mountains, hill, deep eroded paths 

- Those important height irregularities provide that there is not a single position from where you can see the whole map. Without speaking yet of covers (objects), you are already protected.

- No abusive camp, they can't see the whole map, you can always go reach them

- Still provide spot for recon to cover objective (until someone go take them down) 

- This also provide multiple paths to choose. From A to B you have plenty options, it avoid tunnel effect and allow to be able to switch options if one is getting blocked or ambushed

- Vehicle are no longer bloodbath machine. More here to protect infantry, and sill vulnerable to outflank attack. They can't shoot the whole map

• URBAN TOPOGRAPHY.

But not simple skyscraper you can't enter like HOURGLASS or KALEIDOSCOPE with only street to be sniped from roof. Proper VILLAGE where you can progress through, enter any building and go through each floor , pass literally through buildings removing walls if necessary. ARICA is a good exemple. 

- Provide some more intense infantry fighting aera

- No abusive camp : they can't see the whole city / you can always enter any building to go reach the snipers (or destroy his building) / you can take cover in any building.

- Still provide spot for recon to cover objective (until someone go take them down) 

- A labyrinth of path so even if it's a "city" there is no tunnel effect, you can outflank 

- Again vehicle are no longer map bloodbath machine. More here to protect infantry. And still are vulnerable to outflank attack. 

•  VISUAL OBSTRUCTION.

It goes beyond just placing object to take cover, or putting a bunch of containers. We're speaking of proper visual obstruction. Being natural like VALPARAISO forest or ALAMEIN rocks. Or urban like BULGE or ARICA fences / walls / buildings / cabins ... So even in a specific portion of the map, someone can't just spray shoot the entire aera (well you still can, but it won't be to murder everyone, more to supress them) 

- Provide visual ground obstruction so aerial vehicle can't just pigeon shoot everybody 

- Provide visual ground obstruction so ground vehicle can't just murder everybody

- Provide visual ground obstruction so sniper can't just murder everybody

- Allow to "hide" a little your progression

- Many sport to take cover

7 Replies

  • If these maps weren't so open. They focused I think less on infantry this time around.

  • FG44141's avatar
    FG44141
    4 years ago

    @GrizzGolf wrote:

    If these maps weren't so open. They focused I think less on infantry this time around.


    They need to be open so sundance can fly around like Superman.

    The specilists dictate map design, without Sundance and Mackay it would be significantly harder to outflank enemies, get behind (or above them). In the past they went extra steps to ensure players couldn't get up just any geometry they want, but these two specialists alone made it impossible for them to include any city/clustered style maps like Seine Crossing, Ballroom Blitz, or Amiens.

    So bad map design are a result of the specilists, not all, but most of it

  • My theory is Dice might have taken feedback from BFV where people complained about the maps being to visually cluttered.  Being hard to pick out enemies, enemies blending in and shooting at debris flying around.  Just a theory 

  • They thought adding a few thousand birds and pieces of trash flying around would create enough blind spots.

    I just always think Sundance is flying at me only to shoot a trash bag and the get shot in the back by sundance
  • "The maps are not flat, they have multiple reliefs breaking them in different section. VALPARAISO is a great exemple, the entire map especially in Conquest is a massive reliefs irregularity. Mountains, hill, deep eroded paths"

    So exactly like the maps in 2042 then.

    It's like we are playing different games!
  • VRACinque's avatar
    VRACinque
    4 years ago

    @GrizzGolf well  you might be right, between aircraft and the supercar speed of some vehicle. They need room to move and visibility to shoot everybody ^^. 

    @FG44141 if Sundance and Mackay turn out to be the source of this, that will make me love them even more... Altho they still can very well used in the legacy map. 

  • VRACinque's avatar
    VRACinque
    4 years ago

    @Tank2042Man wrote:
    "The maps are not flat, they have multiple reliefs breaking them in different section. VALPARAISO is a great exemple, the entire map especially in Conquest is a massive reliefs irregularity. Mountains, hill, deep eroded paths"

    So exactly like the maps in 2042 then.

    It's like we are playing different games!

    @Tank2042Man 

    Well if we take the maps :

    HOURGLASS

    We cant call those dunes relief, especially with those skyscraper right next to you that can muder you. 

    KALEIDOSCOPE

    A flat bloodbath with low to no cover and skyscraper to shoot you all around

    BREAKAWAY

    Sadly there are not that much 128 servers left on this one. So didn't really had a chance to test it properly yet. But in 64 this map is quite flat, worse the relief that isn't part of the map on south west side but start enough for someone to have almost a full map view. Same with the plateform on the East. Can't call the iceberg relief, and they only cover the East camp exit pretty much.

    RENEWAL

    Altho flat the map has idea, with the East rocky layout remind a bif of Alamein but much more flat. The West side have interesting cover. This map beside being flat has potential, wasted by the two gates that cause tunnel mess. 

    MANIFEST

    One with potential, with the North hill part definitely. However the whole flat port side is a mess with this structure pretty much all over it for the sniping

    DISCARDED

    Could have potential. The vegetations and small hill on the north in the 128 version is really interesting. However the more south it's getting quite empty flat to be shot which pretty much is all left in 64. 

    ORBITAL

    Another one with potential, with the south hill part definitely. Sadly again only in 128. The whole rest for 64 is again a flat bloodbath with the both tower on each side to murder you. 

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