- rusty eagle
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- Exalted Member
Posted by: BurkusCat
I'm not going to follow anything that I have just read since the Cage is an example. The other maps are not good but the Cage is just poor design as well as forging.
Every bit of what Carney said about map design is true except using the cage as an example.
Bad cage is bad, because he erred on one major factor of any competitive map and that is you never want to have one long corridor. The Cage has two, which both connect at one point, the sniper tower. So there you have it, why the cage sucks for competitive play. It creates an almost unbeatable set-up for the team in the lead and a terrible assaulting position for the team that's losing.
EDIT: I really feel that maps in Reach have not been built for the competitive gamer. They've been built for the casual gamer which is weird because some of the most memorable maps that have been loved by all cliques of gamers have been competitive maps. You know the classcis, like warlock, tombstone, desolation, the pit, guardian, lockout, construct, etc..
The cage would never in a million years be considered a classic.
DOUBLE EDIT: So yea, -blam!- casual gamers. Sure they give you most of your business, but if you make the competitive gamers happy you're gonna make the casual gamer happy as well.
[Edited on 11.03.2010 7:53 PM PDT]