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InfiniteStates wrote: They should have stolen the CoD4 map design philosophy: reasonably sized with alternate routes to every point. Battlefield of course has great maps too, but they're designed around a different idea that doesn't apply to CoD or KZ.
InfiniteStates wrote: Other things that serve as nails in the KZ online coffin are the constant lag and the lack of impact satisfaction. The lag doesn't really affect you so much, but other players are far from smooth. The lag also probably has a big part to play in the offline bullet impact system not carrying well to online. This results in little to no feedback as to whether you're hitting them or not. So you just keep firing until you hear the beep. Which may or may not happen up to 5 seconds after you have died.
Yeah, that's true, but what I really meant was that it needed "equi-distance" alternate routes. KZ2, you can either get into the action quickly and join the clusterfuck of random giblets, or you can trek for miles to avoid said clusterfuck and maybe bag yourself an extra kill. To be fair, I don't really know the maps well enough in KZ yet, but when I play it, it feels like I can either do a lot of running, or do a lot of spawning into death-shit. Neither is a great option.codayop wrote:Cant comment on CoD4 - but the KZ2 maps I've encountered have tons of routes - its just the dingbats who go in a straight line who clutter the game up.InfiniteStates wrote: They should have stolen the CoD4 map design philosophy: reasonably sized with alternate routes to every point. Battlefield of course has great maps too, but they're designed around a different idea that doesn't apply to CoD or KZ.
InfiniteStates wrote:
And another thing about KZ I just thought of: a lot of the maps feel very claustrophobic. They should probably have doubled the size of all corridoors and doorways.
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