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Please do not revamp any more tilesets/kindly reevaluate map design


Arkennstar
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I would preface this thread and consequent complaint by saying that the corpus ship tileset revamp is visually exceptional and stunning. Its brighter, more contrast and well lit.

That said, just like the previous revamps of Jupiter tileset, this revamp is fundamentally flawed in terms of combat flow and extremely counter intuitive. If you (DE) aren't aware, people actively try to avoid the new Jupiter index map and the defense map of Io, Jupiter isn't very intuitive either. The new corpus tileset, especially the defense map (just ran a T2 fissure on Gulliver, Phobos) is similarly bad.

The map offers unnecessary blocks in the line of sight, walls, angles, ramparts, not to mention involves excessive amounts of vertical layering, which results in the flow of combat broken and clunky. Map design as such fosters the use of AoE nuke frames like Volt, Equinox, Saryn, etc which do no need line of sight and can kill stuff on levels above and below, while severely punishes gunplay and good aim due to having to constantly move across various levels and around obstacles just to kill singular enemies.

That aside, the AI pathing gets constantly stuck on the geometry or multiple tiers, and its hard to blame that when even player movement is obstructed on unseen geometry edges which are littered all over the map in lieu of filling up the map with visual clutter to make it seem more "alive" and "lived in". If the aim was to slow down players rushing missions, I support that and things like having to hack consoles after completing a sabotage objective and the magnetic anomalies is fine. But making maps deliberately convoluted doesnt make headway in that direction only makes it seem exceptionally clunky and fractured. Add to that factors like you have to go out of your way to destroy containers and it doesn't feel as fluid as you do it on your way like the previous maps, and the security cameras the size of a couple pixels, overall the whole maps are more of a hindrance to movement and combat flow rather than feeling intuitive.

In a game like Warframe where parkour and bullet jumps and movement in general is top notch and is one of the highlights of the game, its bad map design to shepherd a player to take the stairs instead of giving them multiple ways to bullet jump and parkour and traverse across various levels by putting in unnecessary walls and ledges that they get stuck on and cannot fit through.

There are many many issues with the new maps in terms of basic map design, most importantly, involving striking the balance between making the players feel rewarded and smooth while traversing it while at the same time, presenting them with sufficient obstacles that it feels epic. So unless there is some crucial change in the map design department, I would really recommend putting off tileset revamps because while they're aesthetically pleasing, they are really not good map design. The older tilesets might have been less graphically endowed, but they were exceptionally well designed to fit in with the combat and movement style of Warframe.

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4 minutes ago, ES-Flinter said:

First remove the megathread tag. It's only for DE.

Second. Try it here:

Tag removed. 

But considering this section as a whole is for mission/level feedback, I figured its better for discussion. Do you think its allowed to cross reference this thread in that one?

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