I’ve
already spoken a little about the disappointing multiplayer map design of Titanfall
2 in my review, but I wanted to take a more in-depth look and explain
why, when compared to the maps in the original, those in Titanfall 2
kind of … suck.
As
I said in my Titanfall Retrospective, Titanfall is a game of
multi-layered gameplay and a strong aspect of its appeal is the
interplay between Pilot and Titan combat. Maps in the original game
were perfectly designed to accommodate both pilot and titan gameplay.
They
did this by carefully balancing what we shall call ‘pilot terrain’
and ‘titan terrain’. Whilst all the maps had open areas and
channels to accommodate titan movement and combat, they also featured
areas and pathways that were only accessible to pilots.
This
‘pilot terrain’ allowed those not in a titan to traverse the maps
with a degree of safety. Not only could titans not access these
areas, they were often unable to target pilots moving within them. It
granted vulnerable pilots the ability to traverse, relocate and evade.
The maps in Titanfall
2, unfortunately, strike a terrible balance between pilot and titan
terrain. There are very few, if any, ‘safe’ pilot pathways to
traverse the maps. All of the maps, to one degree or another, favour
titan gameplay over pilot, and this is an issue that I consider to be
a serious flaw in the map design of Titanfall 2.
The
Amped Hardpoint mode, in particular, suffers for this poor map
balance. On many of the maps, every domination point is either
located within titan terrain, or accessible to titan line of fire.
But, ultimately, all modes, even those that are less objective
focused, suffer due to this imbalance between pilot and titan
gameplay.
Titan
domination is the key to victory in nearly every mode. The team that
can control the titan terrain, effectively controls and wins the
match. I know it can be argued that this was also the case in the
original game, but it was never this easy.
A
team without titans could still traverse the maps with relative ease.
They could evade, relocate and strike back. But with some maps in
Titanfall 2 featuring what I would estimate to be less than 10% pilot
terrain, there’s very little opportunity for a team
without titan control to respond.
The
lack of pilot terrain also causes serious issues with pilot spawns,
as pilots either respawn in open titan terrain – an easy target –
or within a very small ‘safe’ area which is nearly always
separated by open terrain, allowing titan players to effectively
contain their opposition within a single location.
In
the original game, pilot terrain was designed to allow fairly safe
traversal from one side of the map to the other through the use of
tunnels, narrow passageways and rooftops, all of which
interconnected. But in Titanfall 2, the few areas of ‘safe’ pilot
terrain are nearly always separated by open titan terrain, meaning
there’s no safe way for a pilot to traverse the maps without continually
exposing themselves to titan observation and line of fire.
Verticality
was also a key aspect of the maps in the original. It allowed pilots
to traverse the terrain far more quickly than if they were in a
titan, often either above or below the titan terrain where they
couldn’t be reached. But in Titanfall 2, the maps are far more
‘flat’ with many featuring only one or two levels, and both fully
accessible to titans.
And
whilst the maps of the original did adhere to the ‘three lane’
structure of design, it was never so apparent as it is in Titanfall 2
due to the verticality and interconnections of pilot terrain.
Titanfall 2 severely lacks that key balance between pilot and titan
terrain and as a result, it lacks the important balance between titan
and pilot gameplay.
I
don’t think the maps of Titanfall 2 are terrible,
but they don’t serve the multi-layered gameplay of Titanfall. They
don’t provide the necessary balance. Whilst their visual and
environmental variety is an improvement on those of the original
Titanfall release maps, their design is far more simplistic and poor
in terms of balance.
The
maps of Titanfall 2 are easily its most serious weakness, which is
quite disappointing when compared to the original game, where they
were one of its greatest strengths. We need maps with a split balance
between pilot and titan terrain. We need maps with far more
verticality, with multiple levels both above and below. We need
objective and spawn points to be more carefully considered. And we
need far more complex maps, with interconnected pathways allowing for
fluid pilot traversal beyond the traditional ‘three lane’
design.
I
would happily pay for
a map pack with updated versions of all of the original maps in
Titanfall 2, because as great as I think the game is, I can’t deny
that it’s seriously lacking in a key area that is vital for its
long term prospects and appeal. We need new maps. We need better
maps. As fantastic and satisfying as I find the multiplayer of
Titanfall 2, all of it falls a little flat without the maps to
properly accommodate it.
If
there’s one thing I’ve seen that even dedicated fans of the game can all
agree on, it’s that ‘the maps kinda suck’. I can only hope the
developers are listening and understand why.
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