Okay, disclaimer: this in no way reflects a higher opinion of Counter-Strike nor its affiliated parties/imitations. I have nothing against Day of Defeat, only fantasize of a collaboration with Team INF.
That said
I do have to acknowledge that CS and DoD really have some admirable qualities in map-design that IMO need to be addressed in Infiltration.
INF's maps tend to be beautiful, large and wide open, good recreations of believable locations. The problem with this is that in TDM, with our limited communications and (although this is improving) little incentive to stay together in groups, players tend to disperse immediately between the many different paths (read Sicily/Kosovo for instance). This can often result in incoherent mayhem full of accidental TKs and basically free-for-all action... good group firefights are often by accident or flukes resulting from team players.
Maps also tend to be circular in design, which at the end of the round often results in people running in circles looking for each other.
If you look at many maps, there are usually 2-4 routes to the enemy base, which are basically isolated from one anothe en-route. So if you go down one and your enemy chooses another, you can run circles around each other until accidentlaly running into each other, often in an anti-climactic twitch fight.
CS and DoD maps can also be large and have many different routes, but the main difference seems to be that the map is inherently linear. Obviously there are exceptions, but overall there tends to be main vessel that has many different paths within it, but these are frequently exposed to each other. Any tangent routes tie back in to the main route before reaching the enemy starting location.
Look at DoD's Cean. It is basically one wide path between the two bases, with lots of cover, buildings to enter, and back alleys that are all part of a single route. While linear map design can have the effect of the same repetitive encouncters, Caen allows a wide variety of encounters in the terrain that stays interesting, while still keeping a focused flow... no matter where you go you are bound to run into each other.
Granted the gameplay in DoD is very different and hard to compare... but I hope you get my thoughts.
Maybe improvement will come with the new gametypes, CTF/Assault style games by virtue will have more focus... but I still think this is important to keep in mind.
-Spunky
That said
I do have to acknowledge that CS and DoD really have some admirable qualities in map-design that IMO need to be addressed in Infiltration.
INF's maps tend to be beautiful, large and wide open, good recreations of believable locations. The problem with this is that in TDM, with our limited communications and (although this is improving) little incentive to stay together in groups, players tend to disperse immediately between the many different paths (read Sicily/Kosovo for instance). This can often result in incoherent mayhem full of accidental TKs and basically free-for-all action... good group firefights are often by accident or flukes resulting from team players.
Maps also tend to be circular in design, which at the end of the round often results in people running in circles looking for each other.
If you look at many maps, there are usually 2-4 routes to the enemy base, which are basically isolated from one anothe en-route. So if you go down one and your enemy chooses another, you can run circles around each other until accidentlaly running into each other, often in an anti-climactic twitch fight.
CS and DoD maps can also be large and have many different routes, but the main difference seems to be that the map is inherently linear. Obviously there are exceptions, but overall there tends to be main vessel that has many different paths within it, but these are frequently exposed to each other. Any tangent routes tie back in to the main route before reaching the enemy starting location.
Look at DoD's Cean. It is basically one wide path between the two bases, with lots of cover, buildings to enter, and back alleys that are all part of a single route. While linear map design can have the effect of the same repetitive encouncters, Caen allows a wide variety of encounters in the terrain that stays interesting, while still keeping a focused flow... no matter where you go you are bound to run into each other.
Granted the gameplay in DoD is very different and hard to compare... but I hope you get my thoughts.
Maybe improvement will come with the new gametypes, CTF/Assault style games by virtue will have more focus... but I still think this is important to keep in mind.
-Spunky