The level design is balanced well with adequate placement of
weapons. The weapon types are useful to the map and gameplay environment with
each weapon having it’s individual uses. Each player has the same mechanics and physics with no advantage for any individual.
The map of choice was Deck, it is semi-symmetrical in design with a circular type design. The map is balanced well for a fast paced multiplayer experience presenting good drop points and stand-offs. There are many long corridors to encourage good co-ordination, aim and requires a good prediction of how the individual players would move. The corridors present enough room to strafe without being blocked by scenery. The map presents good choke points and leaves no room for "camping" or "cheese" tactics.
The map allows for 16 players for a good balance for there to always be combat and no slow moments where the player would otherwise get bored. The game is intense and gives the player a sense of adrenaline, there is no margin for error, you cannot be predictable or stand still or you will end up dying.
The upgrades places throughout the map aren't unbalanced and so they do not present and unfair advantage for players, however they are useful in the close situations and will come in handy to the player fortunate enough to pick them up before a firefight.
The map of choice was Deck, it is semi-symmetrical in design with a circular type design. The map is balanced well for a fast paced multiplayer experience presenting good drop points and stand-offs. There are many long corridors to encourage good co-ordination, aim and requires a good prediction of how the individual players would move. The corridors present enough room to strafe without being blocked by scenery. The map presents good choke points and leaves no room for "camping" or "cheese" tactics.
The map allows for 16 players for a good balance for there to always be combat and no slow moments where the player would otherwise get bored. The game is intense and gives the player a sense of adrenaline, there is no margin for error, you cannot be predictable or stand still or you will end up dying.
The upgrades places throughout the map aren't unbalanced and so they do not present and unfair advantage for players, however they are useful in the close situations and will come in handy to the player fortunate enough to pick them up before a firefight.
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