I see the addition of the new Paris based map, La Ville Lumiere!
I find all the maps feel so similar, they feel like reskins of each other.
Take Nepal for example, I can almost put an Oasis skin over in my mind and it’s the same experience. Here is the point, here is some high ground, here is some side routes.
It feels like a lot of distances to points is similar, the heights are similar etc
Take the Numbani first point, the high ground there seems the same height as the Earls 24 hour service shop roof in route 66.
Anubis/Volskaya/Hanamura pretty similar experience with similar tactics.
Just seems all a bit unimaginative.
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Disclaimer: Only played Paris once so far. But if I’m not severely mistaken, point A lies directly next to a cliff to boop enemies from. That’s new and it certainly changes viabilities (Hog? Orisa? Lucio!).
Ultimately, it’s always about the depth in which you look at things. Take 2 humans, look at them from 1km away, they will both look the same. Look at them at a molecular level and they’re the same again. You gotta look in between to see the differences.
Likewise, you can say: “Payload map = payload map because you push the payload down a path”, or “payload map = payload map because both have high grounds” (yes, I know that you went into more detail than that, don’t worry^^). But there’s subtle differences - Volskaya has some space between point A and the ledge, Paris doesn’t. Volskaya has a bunker next to the point, Hanamura doesn’t. Volskaya has a theoretical path to point A around the choke that only very specific comps could take, Hanamura only has the choke and a little window that’s in view for the defense.
Then there’s the matter of sight lines or health packs. There’s a reason why the pirate ship comp was only ever viable on Junkertown (at least for pros), why Ilios Ruins is Widow’s territory and we often see Orisa on Ilios Well or Nepal Sanctum.
Last analogy: a map is like a piece of music. Sure, you can say that two different pieces of music use the same instruments or the same notes, but it does make a difference how those are arranged. Much like Orisa has a shield (like Rein), an ability that mitigates damage (like Hog), an automatic weapon that doesn’t need to reload all that often (kinda between D.Va and Bastion), an ult that improves everyone’s damage (like Mercy’s) but is destroyable (like Junkrat’s) and a displacement ability (like Lucio), you will still see her as a unique hero.
I will wholeheartedly agree with one point though: it gets a bit boring. We have 4 different map modes and within a map mode, there is always a certain melody that the mode has to follow. We could use another map mode - maybe CTF, maybe something else (like destroying a major structure that is protected while the defenders are close enough). It’d certainly make pro games fairer if there were an odd number of different map types so KotH doesn’t get overvalued.^^
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Thank you for your input,
I find junkertown is quite different, extremely open at the start and then goes in to a “normal” map after the 1st point. I guess I like the look of that map as it isn’t like any others yet, the textures are more unique but the playstyle like said works very well for some sets up and no so much for others.
I find the Paris map is like the starting area of Volskaya industries for the attackers, the architecture seems similar, palette, the building on the right side of the attackers spawn with the balcony, similar to Paris maps overall look and considering one’s in Frane and the other Russia, maybe it is like that in the real world but then that’s the beauty of video games, it doesn’t have to be photo realistic.
My favorite map became Eichenwalde which I can never spell so tend to put “German overwatch map” into the search engine to find out, I am not sure why I like it so much, I guess the nature aspect helps, in a forest, seems quite peaceful.
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What do you expect though. At the end of the day attackers will have to get that point, and to get there they will have one main route and 2 or 3 (or more) alternative routes which may or may not include high ground elements and different other types of cover for the attacking or defending team.
I’ve played Paris a few times (6 or so) and I think the last point is less annoying than Anubis or Volskaya. The alternative routes are very far one from another which makes it much harder I think for the defending team.
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All maps are the same.
They are balanced around choke points 100% of the time.
Their isn’t a map without a choke point…
I really wish they give us the tools to make maps…
Most of the best CS and WC3 maps are made by players and not by game devs.
Because devs don’t think outside of the box they have to follow a formula every time.
Here is your choke, here is you high ground, here is the useless open space, and here is the objective. Have fun.
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I expect something dynamic, a touch of derring-do, some love. Generic looking maps is what they have given us in my opinion, expected something bit more hazardous, like Quake or UT style.
I guess I expected to much.
That would be fun, shame they are control freaks.
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I was hoping new maps would have more environmental factors that actually effect the state of play much more. Like the jump pads (Oasis, Petra) are underutilized, active traffic (Oasis cars, Busan train etc), crumbling terrain (Petra), there are quite a few but they have potential (even new ones like zip lines maybe) and that’s something I would like to see in future maps.
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