Today MercuryNews got to play the 6 announced Battlefield 3 multiplayer maps. And he gave us his impressions on them. But most of them are in different game modes so they opinions might vary depending on game type. Here is two map previews below, but for all of them, click here. Enjoy.
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To see all of the maps, click here
Map: Seine Crossing, Mode: Team Deathmatch – I only
got to play this for a few minutes, and it was hard for me to nail down
the structure of the map. It takes place in Paris, but there’s more
narrow alleyways and passages than the other Paris map — Operation Metro.
What impressed me the most initially was the sound. It was excellent.
You could tell where the firing was coming from and about how close you
were to the gunfight, just be the audio.
Although I didn’t spend much time in the map because of technical
issues, I did have a chance to check out what a fully loaded Battlelog
looks like. I was impressed by how DICE created a social platform that
melds perfectly to the game. It’s basically like Facebook but for Battlefield 3.
Players can leave messages on each other’s walls and see their friend’s
achievement. It’s a good way to talk smack, which I am apt to do.
Map: Noshahr Canals, Mode: Squad Deathmatch – So
what’s the difference between Squad Deathmatch and Team Deathmatch? The
former pits four squads of four people against each other while the
latter simplifies that by splitting the group of 16 into two teams of
eight. Of course in Squad Deathmatch, groups don’t have to kill each
other in a free for all. They can be split into two teams and compete
via frag count.
Noshahr Canals takes place in a port. There’s one tank and everyone
is rushing to get it because it grants a major advantage. The tank can
blow away cover that’s vital to the other the team attacking from a
ridge above the port. One of the disappointing things is that you can
destroy barricades and walls of buildigns but you can’t wreck fork lifts
and cargo containers scattered through the map. It’s for balance I
suppose, but at the same time, it ruins the realistic consistency of the
world. Why are walls descructable if crates aren’t?
I do like the mix of long- and medium-range combat on the map.
There’s opportunity to flank opponents who may be holed up in buildings
or clustered around the hill. The tank advantage isn’t overwhelming
because the map is large enough and the topography varies so much that
you can get away from it easily without being blown up.
1 comments:
funny, tank vs forklift: forklift wins!
wonder what happens when you run the tank into to forklift? i will know soon...
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