Which Developer Could BHVR Outsource Map Design To?
As you know, BHVR has always been bad at designing maps for this game, and given how they continue to fail at both new maps and redesigns, they will never change. In other words, the only way that we will get good, well-balanced maps, is for them to hand over these responsibilities to another developer team. In my opinion, there are several candidates for this position, but I don't want to bias your own suggestions. Looking forward to a productive debate about who could make the best DBD maps, all under the understanding that it never has been and never will be BHVR themselves.
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What other developer would understand the nuances and requirements of DBD maps?
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Clearly you yourself.
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DICE? I hear they did good work with Battlefield 2042.
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I liked 2042 :(
its in a pretty good state for being developed in less than a year
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Honestly nobody, outsourcing part of a game design tends to fail a lot (see deus ex boss fights, Andromeda visual glitches, etc) not sure if it's lack of communication, differing goals, or what.
However if we ignore all of that and just look at this game in a vacuum?
Either blizzard or Turtle rock would be my first choice. Both have a proven track record of solid map design, and blizzard especially has a few decades now of making multiplayer maps for pvp.
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Me
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Team Fortress 2 Map designers.
No seriously. Capture Points, generators, same thing.
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Anyone who's designed maps for team based shooters could probably do something good
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DICE with Battlefield 2042 is :sad face:
I bet DICE employees feel about the same way as those dreams you have to being in front of class nude.
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Back in the days of Call of Duty 2 (Xbox 360), I used to run league games and there was a definite split between the players; those with skills, and those with enthusiasm (that would be me).
One of the players suggested an idea... a tournament of Skill vs Strategy. He was convinced that, with the correct strategy, a lesser-skilled team could defeat a team made up of skilled (but otherwise uncoordinated) players.
So we arranged a 4v4 tourney. And the 'Strategy' team practised together, with some coaching from one of the clans (competitive squads).
One thing that emerged from that - which I was very impressed with - was that on literally every single map without exception:
- there were only every 4 ways to get from A to B, and
- there was literally nowhere you could 'camp' without being exposed from another angle
Our strategy was to quickly set ourselves up to man the chokepoints in such a way that the opposing team could not go past without entering the firing line of at least one of us, and we had also safe-guarded each other's weak-points too.
Strategy won every game!
The reason I bring it up is because those maps were incredibly well designed to all share those exact properties which were perfect for an 8-player game. Hats off to Infinity Ward for that!
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