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Asymmetrical Multiplayer maps?


Carlucci
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In the newest Weekly Update on Halo 2, then mention that many of the multiplayer maps are assymetrical.

 

the biggest spatial innovation in Halo 2 multiplayer, is the increased use of asymmetrical maps, which makes objective-based gametypes, like CTF, all the more fun. Also, asymmetrical maps tend to "feel" more like real places. The varied architecture and geometry in Halo 2 MP tends to be much more realistic than some of the very simple, older maps from Halo.

 

Rainbow Six 3: Black Arrow also has asymmetrical multiplayer maps.

 

Now, I have had precious little experience with the maps on RS3:BA, and zero with Halo 2 (much to my dismay), but from what I have played on RS3:BA, it seems that for the Retrieval mode, some of the maps, like Agora, seem to favor one team over the other. One team merely has to cross a gangplank to drop off the cannister, while the other has to go back down and then across the way and up some stairs. For Halo, where some maps are asymmetrical, I have never really felt that one team had a distinct advantage over the other based on the location of the spawn/pickup/dropoff points.

 

I love the asymmetrical maps for Survival, Team Survival, and Sharpshooter, but for CTF-type games, they can seem a little unbalanced.

 

I guess it's easy enough to compensate by having the teams switch off on the maps, but it is a disincentive to really try hard when one side has a built-in advantage, or at the very least provides a convenient excuse.

 

I'd really like to hear from the RS3:BA experts out there on what their experience has taught them about the balance of the maps on CTF-type games.

 

Carlos.

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Originally posted by Carlucci@Aug 28 2004, 09:56 PM

I love the asymmetrical maps for Survival, Team Survival, and Sharpshooter, but for CTF-type games, they can seem a little unbalanced.

 

I guess it's easy enough to compensate by having the teams switch off on the maps, but it is a disincentive to really try hard when one side has a built-in advantage, or at the very least provides a convenient excuse.

I like asymmetrical maps, but my problem in RS3 BA is that:

 

1. There is no automatic spawn switching feature. I remember such a feature in RTCW, where it would rotate the teams between spawns. My memory might be faulty; either way, I'd like the feature in any game with asymmetrical maps.

 

2. You can't even switch manually in RS3 BA if the lobby is full, unless someone quits, everyone shuffles and the quitter rejoins.

 

-j

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The asymmetrical maps in R63: BA don't matter all that much once you have a good strategy. If you're in a public room and nobody is really playing as a team, some spawns can be tougher than their counterparts, but most of the "tough" spawns only seem that way because the proper strategy is less obvious.

 

For example, the "hard" spawn on Agora is actually pretty easy to win from if you have a good formation at the start and can get a quick score(my squad uses smoke and tear gas). What is thought of as the "easy spawn" is locked down very efficiently if you know the proper cover points.

 

I actually prefer aysmmetrical maps since playing each spawn gives you a different experience. If I were concerned with winning/losing, I might prefer more balanced maps, but I'm more for just having a good time.

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