- Can we have THIS as an arena map? It would be way more fun than artillery...
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This is a list of links to comments made by Respawn developers in this thread:
Comment by DanielZKlein:
It would be too small! It's important to have multiple POIs in an Arenas map, ideally POIs with direct line of sight between each other. This might be one good POI (although there's a lot of sight blocking with the tall structures), but it wouldn't be enough for an arenas map.
Comment by AmusedApricot:
We experimented with lots of stuff! Lots of spaces in BR maps and also lots of custom map prototypes. We learned a lot about what works and what doesn't, and unfortunately small maps just didn't really work imo. In my personal experience they felt like they got too same-y really quickly, you lose mo...
Comment by DanielZKlein:
It would be too small! It's important to have multiple POIs in an Arenas map, ideally POIs with direct line of sight between each other. This might be one good POI (although there's a lot of sight blocking with the tall structures), but it wouldn't be enough for an arenas map.
Comment by DanielZKlein:
You could do all of these things! However, you couldn't do those things and still have it be a "BR location"--the big win for us there is that we don't need to make a new map and can literally load the BR map. That's why you're not seeing any changes at all between Artillery in KC and Artillery the ...
Comment by DanielZKlein:
Yeah it is! It has the two tall buildings, the two bunkers, and the high ground reachable via zips and stairs. That's three distinct play spaces with sightlines between them and a clear ring/airdrop bias of one or the other. That makes it big enough!
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Put spawning heals in the middle so u have to jump through the ring
ID: gxagozrID: gxajw47high skill evil map making is like heroin
ID: gxagcs8Now, that would be the ultimate battle
ID: gxajsslagreed agreed agreed
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I like Artillery though because as Path you can grapple the edge of either side building, fly over the top part building and hit the zip, a really good rush strat
ID: gx9c1cawe really have the same brain i think
ID: gx9g7s5But if your not playing a movement character you can get stuck at the bottom, also the map is really wide open, and the bunker things are annoying to fight in, people just keep ducking in them and they blend in with the darkness. I don’t hate it but some improvements would be nice
ID: gx9uburI hate artillery because you need to have an octane, pathfinder or Valkyrie. It’s too damn hard to move vertically on that map with most characters.
ID: gx9utwrYou can play bunker side without a mobile character. Granted, it does limit you, but it's an option
ID: gx9yq21Are you my teammate that rushed as path alone and died instantly to the enemy?
ID: gx9lwr4I like Artillery also. I like to post up top as Fuse with the Repeater. Good suppression for enemies taking the zips over. I suppose rampart would work too, but knuckle cluster suppression is a must for me.
ID: gxa39t4I know she’s sorta a meme in standard mode, but I really like Rampart in the Arenas. The walls are actually pretty nice, a devotion or spitfire rolls with her passive, and if you got extra money to burn then Sheila can give some pretty great suppressive fire.
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Sign me up
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I love artillery, but I've been landing there since day one.
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The next thing they need to implement is a leave penalty. This is first priority imo
ID: gxbecofIdk how many times I’ve seen the entire enemy team leave after I win round 1&2
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I think it's too small And if they were to add a new map they would add something from worlds edge or Olympus
ID: gx9edzoThermal Station and Gardens are already confirmed maps
ID: gx9lmj0Can people go on the top of Thermal Station
Cuz thatll be a pain in the ass
ID: gx9khw8Gardens is gonna be great
ID: gx9ptx1Gimme skull town!
ID: gx9l0wtGIMME ESTATES
ID: gx9t36wSkull town and thunder dome for be fantastic maps in arenas
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Artillery is the map i win the least on, i think there's a bit too much clutter across the map, there's only a few sight lines and it just becomes a snipefest until somone splits from the group.
ID: gxakmq0On artillery you’re either both fighting on the weird balconies or sniping each other. There’s no proper cover and no good places to go
ID: gxao9b0What I found to be the best strategy for artillery (if you can have a full team who works together) is to have one person snipe and the other two attack at closer range. That’s how my friends and I have been doing it and it’s given us a better advantage.
ID: gxasb50Totally agree, I fucking hate artillery. I have so much fun on the other maps but every time I play artillery its a shitty experience
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I don't want everyone to just fly around randomly and there is so much empty space.
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It would be too small! It's important to have multiple POIs in an Arenas map, ideally POIs with direct line of sight between each other. This might be one good POI (although there's a lot of sight blocking with the tall structures), but it wouldn't be enough for an arenas map.
ID: gxaueqvI think on high-movement maps, the rings should close faster and more drastically. Right now, there’s not much incentive for teams to push anywhere unless it’s to the high ground. Most games I’ve lost have been against extremely defensive teams (rampart, gibby, etc.) who just sit up top with a spitfire and wait until they win. Without the ring pushing them, it’s almost impossible to make a move on a team like that when they aren’t being rushed by a third party. But I love the concept so far! I just personally think it needs some tweaks. Keep up the good work!
ID: gxb1ci0Second this. Ramp/gib comps sitting behind barriers and spamming bows are so annoying to fight against. Even if you beat them it feels like an uphill slog
ID: gxau8u1This begs the next thought - you could enhance/redesign Octane's Gauntlet, resize it, move the pads/platforms further apart, add more cove
etc. It would make for a very decent map IMO. And, you could add a second PoI? Maybe some cool underground cave system under the surrounding desert, that would be really cool.Also, the Mirage Voyage map (sorry I don't know the exact name) feels like a 1 POI map to me. Yes, the ring can go to that complex to the south, but in my experience thus far, 9/10 games are decided around the voyage ship. I personally think that map is too small, or the ring doesn't pull enough south on the first ring.
ID: gxbx5rhYou could do all of these things! However, you couldn't do those things and still have it be a "BR location"--the big win for us there is that we don't need to make a new map and can literally load the BR map. That's why you're not seeing any changes at all between Artillery in KC and Artillery the Arenas map--same for Thermal and Gardens in the next few weeks.
Now we could copy-pasta it into a custom map and develop it further that way, but at that point we might as well build a map for Arenas from scratch. If you've played a bunch of Arenas already, you will probably have found that Phaserunner and Party Crasher play a lot better than Artillery--that is because they were built from the ground up for Arenas gameplay, and we've learned even more since then so our next Arenas maps are going to be even better (IMO).
As for Party Crasher, having played on this map for nearly 6 months now, trust me when I say that people will eventually come to understand the power of the POI we used to call Construction (back when it was actually an in-construction building; not sure what we call it now). Particularly when the air drop and the circle are there, taking and holding that building with Wattson/Caustic/Rampart/Gibby or someone like that is immensely powerful. Eventually the ring will bring the Voyage players down to you, forcing them to approach through no man's land.
ID: gxauhi0Why not try different sizes? Eg some tiny, which favors certain weapons and legends, and some large, favoring others? Since Arenas is new, seems perfect to experiment with different things!
ID: gxbtwrlWe experimented with lots of stuff! Lots of spaces in BR maps and also lots of custom map prototypes. We learned a lot about what works and what doesn't, and unfortunately small maps just didn't really work imo. In my personal experience they felt like they got too same-y really quickly, you lose most of the interesting and meaningful decision making about where to go based on where you think the enemy will go, weapon loadouts, etc. The POIs like the health bins and the cash stations and the care package just felt all too close together too.
I'm no level designer, this was just my personal experience with it, but wanted to note that we have been experimenting a lot with this before launch, and will continue to do so!
ID: gxawi8xMake it like the Apex equivalent of Modern Warfare's shipment. Tiny and you know when it pops up you're in for a crazy match. (Also maybe make it come up less frequently in map rotation?) It'd be fun as an arena's ltm maybe
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I love artillery it’s my favorite personality, I don’t like the one with the wraith portal things the fights are kinda awkward
ID: gx9gcyuAgree. The WE one is so awkward to play on.
ID: gx9m26oIt works great if both teams push the same side IMO, but if both teams push the other side, it’s SO awkward. You kinda have the disadvantage if you push because of height, but you also kinda don’t because there’s tons of cover? Idk it’s weird
ID: gx9u8ydReally? Phase runner is the only map I completely like out of the 2
Party crasher is ok I don't hate it but I don't love it.
And artillery is only fun occasionally
ID: gx9tfbgWhat other personalities do you have? Infantry personality? Air support personality?
ID: gx9w5soI want to give you my free award, but I don’t have it yet 🙁
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The problem with this is people use octanes ultimate against him, artillery is more fair imo.
I think a section of swamps would be interesting with all the hiding places and zip lines to make everyone a mobility character. But you could say the same for paths ability becoming useless then haha
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As far as I know, this was datamined. Weird that it didn’t make the cut for season 9. Let’s hope we see octane town arena later.
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im really not a fan of artillery i just dont think it plays how arena is supposed to be played. the other two are great though
ID: gx9gl2hit's tougher to figure out how to handle certain situations and gunfights on artillery than it is on other maps IMO. generally not a bad map but more sweaty for sure
ID: gx9gphiyea i just cant figure it out. ive played 20 games of arena so far and won 17, the three i lost were on artillery i just can’t consistently play well on it and i havemt quite figured out why yet
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i like artillery lol
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They could definitely put a Phoenix kit in there