Alright after two days of Iron banner I came to one conclusion and that is you winning the game is all based on which side you are on in the beginning of the game. The map design in the game is so garbage I worry about the mental health of the map designer at Bungie. I sure we all know how terrible these maps are so I won't be going into detail. Shame on you bungie.
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2 RepliesThe map flow is absolutely ridiculous in this game. The developers put no thought into them and it's agonizing to play on.
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2 RepliesEdited by harrymfa: 2/22/2015 5:49:05 AMBlind Watch should be removed from Control. It's broken beyond repair. In place of it, they should put back First Light. Firebase Delphi only needs to get rid of the hideous C spawn. If they put the C spawn in the room of the right heavy ammo (like the A spawn on the other side) they can fix it. The rest of the maps are good overall. Actually, Blind Watch is one of the best maps for Clash (it sucks in Control, but in Clash, it allows all styles of play).
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4 RepliesChristmas noob here? What are the ideal zones to control on 1. Anomaly 2. Rusted Lands 3. Twilight Gap 4. Burning Shrine
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Still better than the map design in halo 4.
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I personally love exodus blue, shores of time, skywatch, & twilight gap But yh... Blindwatch & firebase delphi are awful map designs
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Edited by Chrispy: 2/22/2015 10:48:41 PMThe problem is that Bungie made all their maps asymmetrical then decided to cram Control into maps not designed for it. Every single map gives you an advantage if you hold and defend certain capture point and don't bother to capture the last one. Shores of Time for example pretty much guarantee's a win (and guarantee's a win by 5-10,000 or more points) if you control points B and C, and just snipe whoever tries to capture either zone. In Blind Watch, its the same, holding points B and C and shooting whoever is dumb enough to try to take either guarantee's a win. There is a rare map where holding those two points doesn't guarantee a win (like Asylum, where holding points A and B almost always guarantee's a win) I learned to stop caring by now. I used to suck and not understand the maps, but I learned where players are most likely to pop out, and even full 'coordinated' fireteams teams are likely to have one or two Leeroy Jenkins type of players, so I get my xp, kills, and bounties done within a match or two anyways. Sometimes, even when my team loses by 10,000 points, I still get 1st place over the other team (how? I have no -blam!-ing clue!). There could be a few smaller changes to make the maps more even. In Shores of Time for example, moving zone C further into the Cave, and moving Zone A to where that team initially spawns (and moving the initial spawns around a little too) would do a lot to prevent the many one sided battles that take place on that map. It would also allow more interesting fight for the Heavy Ammo when it spawns since one of them won't spawn right on top of zone A anymore. Removing some of the many cover points from zone B (in A's direction) allowing some longer distance engagement would help as well. Will Bungie ever actually care to balance these maps?....yeah right. I bet we'll see another blog post about how they listen to the players, without actually listening to a thing they say.
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Hell I love Destiny maps. I was done with [i]variations of an arena[/i] nearly 10 years ago.
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2 RepliesReally, that's interesting because I've found that if you don't like your starting zone, [i]you can take the other teams.[/i] <gasp>
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maps??? I've only seen 3 maps today in IB, and one map I seen like 5 times in a row.... got maps???
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Shores of time is my ish
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2 RepliesI don't find the maps to be very good in general anyways. There all pretty small and simple for the most part. I actually prefer the vehicle maps
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6 RepliesIt's sad that for control maps where there are 3 points, the middle point is grossly closer to one side than the other. This lack of detail is troubling. If they aren't equidistant, they have to take the same amount of time to get there. Which again, they arent. It's much shorter from C to B on Blind Watch than from A to B. Which makes holding A and B very difficult. It makes holding C and B incredibly easy. If we don't spawn there, we take A but rush C. If we get it and B, we win almost 90% of those matches.
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Where you start the game does not determine the outcome, player understanding and communication does. The maps have multiple ways to win depending on play style.
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It's possible to flip the spawns, but you're right, it's tough if you spawn on the wrong side.
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Regular crucible has better maps, Mercury is beautiful. And some points I let the enemy have, like B on twilight gap, it's indefensible.
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Most the classic maps are good except that real small map with that rotating platform in the middle. The new maps are kind of meh the "three lane Moba" map they were trying to go for is my least favorite.
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Its not the maps. Its control in general. Bungie cant manage to balance 3 flags. They should just make IB a team deathmatch. We still need a capture the flag(sword) mode
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3 RepliesIt's true that the control points are not balanced but if you have a decent team you can take the better side within the first few minutes. The problem is people run straight into B over and over instead of focusing on taking A or C (whichever one is the better one based on the map) and then taking B
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It's all about points x And y on map z. Follow the pattern to victory by not camping point w.
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Some maps are okay, Exodus Blue, Firebase Delphi, Shores of Time and Burning Vault are actually pretty well balanced, the problem is the maps that are damn awful and horribly imbalanced. Blind Watch is simply awful, point C and B compliment each other far too well which makes it easy to turtle. Asylum is too choke point filled and small for control Anomaly again has too many choke points for the control playstyle.
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Some maps are really bad for control. Shores of time. Blind watch. And to some degree. Delphi. That's why good teams, if they spawn on the bad side, always rush the other flag at the start to try and spawn flip it. It's just another sign that destiny was a really rushed, underdeveloped game with all the problems we can see. this PvP is fun and has a lot of potential, but it's hard to see how the studio that made H3 made this MP so imbalanced in some areas.
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2 RepliesBecause Bungie thought that making the maps look good was more important than giving the slightest bit of attention to basic map flow. I mean, simply making them symmetrical would have been enough, but naturally that was too difficult for them.
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They were created by people without eyes
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or you just take the other cp
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[spoiler]Your fellow trolls await your return...[/spoiler]