Disclaimer: When I say "big" maps, I don't mean "big" as in Battlefield 3 sized maps, I mean big maps like BO1 and MW2 and all CoDs before those.
The reason I am creating this thread as I feel map size played a huge factor in why (A) The spawns were poor in BO2 (B) Why the gameplay was so un-diverse and all/mostly "Run and Gun".
The factor is, the game play in Black Ops 2 was very poor, you had only basically run and gun and everything else was either more challenging than Run and Gun or you'd end up not being able to do your playstyle because of the terrible spawns. The game felt entirely "One sided" and map design played a huge factor in this.
The common misconception is that if you introduce big maps the gameplay slows down. Well I'll disagree in MW2 you had maps like Afghan, Crash and so many more that were fast action and offered mixed gameplay so you could use an SMG, LMG, sniper and you didn't feel disadvantaged.
In Black Ops 2 the maps were tiny and if you wanted to Snipe you had a hard time doing it unless you were into close action sniping which at the end of the day isn't sniping.
I think Ghosts needs a mixture of open, Large - Medium maps and have only 3 or 4 small maps and have bigger maps in general as you get more diverse gameplay.
Good to see I'm not the only one sick of tiny maps. It's ridiculous at this stage. I have a feeling that Free Fall will end up being a small map, unfortunately.
I agree. I get the feeling that FreeFall will be tiny as well. But, that can be "fixed" if we are given verticality in the map, as others have pointed out as being missing in most BO2 maps.
Since Free Fall is a building that's fallen down and laying on its side, there could be walls we could walk over to move around the map. And since walls have doorways, we could jump down through a doorway onto another wall to move further down. Also since most office building walls are not heavily fortified, someone could see an enemy run by through a doorway opening, guess where they are and shoot out a hole in the wall, causing them to fall through and making them vulnerable to attack. If IW designed Free Fall well, it could be quite a new experience. Or, it could be a joke.
They're dangling Free Fall as a carrot to get people to pre-order, hence buy the game before the game is released. But, I'm not pre-ordering Ghosts until I see gameplay on Free Fall and I see multiplayer gameplay with a variety of map sizes. Without those factors, I'll be passing up Ghosts.
Agree 100% with you on this, buddy. I too hope for verticality, but let's face it. The developers listen to the "community" and the "community" want small maps (I dunno who this so-called community is, but I dislike them for it). I'm just worried that I'll end up running a long and trip a claymore on a window. The blast would miss/injure me, but the fall out of the map would kill me.
And yeah, I'm in the same boat, I'm gonna wait for multiplayer to be announced next month before I decide. But we're unlikely to see Free Fall gameplay.
Anyways, it's refreshing to see players such as yourself, when normally the players I come across are.... unpleasant at best.
The maps have been getting more and more cramped as each game comes out. It's getting to the point where matches are almost mindless. We need some bigger maps that allow for more diverse game play. Of course they don't have to spawn us on the edge of them.
They need to utilize space better. I think the actual maps size was about the same but the way the positioned everything it made every combat situation a close engagement. Take out some buildings and rubish to give players some breathing room.
Hahahahaha, oh man, you gave me a good laugh there, thank you! But no. "The actual map sizes were the same." Really? Go play Seelow from WaW or Wasteland from MW2, and then go play Interchange from MW3 or Mirage from BO2. The maps DO get smaller, it's not just the clutter.