# Comp players --map design discussion

**URL:** <https://battlefieldforum.co/t/comp-players-map-design-discussion/102181>\
**Category:** General Discussion\
**Created:** [June 17, 2016, 12:28am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181 "2016-06-17T00:28:00Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![Nobel83-9](https://battlefieldforum.co/user_avatar/battlefieldforum.co/nobel83-9/32/102968_2.png) [@Nobel83-9](https://battlefieldforum.co/u/Nobel83-9)\
**Post date:** [June 17, 2016, 12:28am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/1 "2016-06-17T00:28:00Z")

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Look at Dust 2. Grand bazaar. There are many other examples but I’ve only played BF and CS.

What do you think of BF4 map design? Because I think it’s awful. Shouldn’t maps have sectioned off areas? Areas where you are not vulnerable from just about any angle, including above.

Dust 2 for example is so popular because the lanes are sectioned off from other lanes.

In BF4 you can have one area overlooking several lanes. I know BF has a more realistic design but really it results in alot of randomness where chance is the deciding factor not skill.

Map design should reward skill, tactical play, positioning, and cornering. The only BF4 maps where I am assured that my success will be largely dependent on my own tactics rather than chance are Propaganda and 44-player Locker. The rest of the maps are way too open and include areas I’d only describe as ‘lookouts’ because I can’t think of a better description. They overlook critical lanes and this discourages flanking and tactical play.

Operation Outbreak was apparently designed by the community. I don’t know how the community brain-stormed such an awful map. I played this map alot. I learned you could get shot at from just about any angle. And don’t tell me I have no situational awareness, I have plenty. Its not my playstyle to sit in a spot with a BASR, DMR, or 4x LMG but the two hills surrounding the middle flag make running in the village suicide.

I hope BF1 has maps which are designed with tactics in mind rather than chance encounters. I hear BF3 had nicely designed maps so I know the map designers can produce these.

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**Author:** ![ChickNFoot](https://battlefieldforum.co/user_avatar/battlefieldforum.co/chicknfoot/32/101502_2.png) [@ChickNFoot](https://battlefieldforum.co/u/ChickNFoot)\
**Post date:** [June 17, 2016, 1:50am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/2 "2016-06-17T01:50:00Z")

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They should make maps for COMP game modes. This wpuld solve so many problems domiantion have in BF4 (horrible maps, spawns seems to justify the game).

Not to mention from what I heard from a design stanfpoint the art team taken priority when BF4 was developed so if the artstyle didn’t match the game play it was fine when it shpuld be the gameplay should take priority over the art style.

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**Author:** ![Sir-xer21](https://battlefieldforum.co/user_avatar/battlefieldforum.co/sir-xer21/32/103487_2.png) [@Sir-xer21](https://battlefieldforum.co/u/Sir-xer21)\
**Post date:** [June 17, 2016, 1:58am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/3 "2016-06-17T01:58:00Z")

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> [@ChickNFoot](#):
>
> They should make maps for COMP game modes. This wpuld solve so many problems domiantion have in BF4 (horrible maps, spawns seems to justify the game).

THIS

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**Author:** ![Nobel83-9](https://battlefieldforum.co/user_avatar/battlefieldforum.co/nobel83-9/32/102968_2.png) [@Nobel83-9](https://battlefieldforum.co/u/Nobel83-9)\
**Post date:** [June 17, 2016, 2:06am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/4 "2016-06-17T02:06:00Z")

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> [@ChickNFoot](#):
>
> Not to mention from what I heard from a design stanfpoint the art team taken priority when BF4 was developed so if the artstyle didn’t match the game play it was fine when it shpuld be the gameplay should take priority over the art style.

I heard this as well. I couldnt believe it when I first read it. Map design should take precedence over art design/style.

I was hoping the EA Play map would showcase better map design but I couldn’t tell. We’d have to actually play it.

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**Author:** ![MartinBabl](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/f1d935/32.png) [@MartinBabl](https://battlefieldforum.co/u/MartinBabl)\
**Post date:** [June 17, 2016, 7:03am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/5 "2016-06-17T07:03:00Z")

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+1 Map design will either make or break this game. Get this right and most of the other problems in the game fall away. Most important is to allow players to be strategical with how they want to engage the enemy. Like in CS with the multiple lanes.

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**Author:** ![dA\_9\_eL\_81](https://battlefieldforum.co/user_avatar/battlefieldforum.co/da_9_el_81/32/101026_2.png) [@dA\_9\_eL\_81](https://battlefieldforum.co/u/dA_9_eL_81)\
**Post date:** [June 17, 2016, 8:23am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/6 "2016-06-17T08:23:00Z")

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“COMPETITIVE” lol

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**Author:** ![Turbo\_Siats](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/t/e47774/32.png) [@Turbo\_Siats](https://battlefieldforum.co/u/Turbo_Siats)\
**Post date:** [June 17, 2016, 8:29am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/7 "2016-06-17T08:29:00Z")

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I also though Battlefield 3 and 4’s maps were too open. I really like Battlefield 2’s maps, which have good mixtures of open, and segmented spaces.

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**Author:** ![DrunkwoIf](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/ce73a5/32.png) [@DrunkwoIf](https://battlefieldforum.co/u/DrunkwoIf)\
**Post date:** [June 17, 2016, 8:35am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/8 "2016-06-17T08:35:00Z")

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So now we want to turn battlefield into a little arena shooter ? hey Overwatch just came out go check that out, it has tiny maps with choke points and lanes for you guys to camp your little hearts out.

battlefield is made for huge open maps with armor, planes, cars/jeeps, and infantry to all play together.

but hey i guess having a 32 man team with multiple objectives isnt competitive right? camping a hallway in office is though.

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**Author:** ![sqlMrBrooks](https://battlefieldforum.co/user_avatar/battlefieldforum.co/sqlmrbrooks/32/103587_2.png) [@sqlMrBrooks](https://battlefieldforum.co/u/sqlMrBrooks)\
**Post date:** [June 17, 2016, 9:04am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/9 "2016-06-17T09:04:00Z")

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Competitive or not, the guy has a point. BF2 maps a good example of predictable game flow due to “lanes”. CS “lanes” or the “3 lane level design philosophy” has made the game practically foreverlasting. COD4, most PC COD players will tell you that the game is the second best in the series after COD2, also has the same level design mentality.

People can complain, argue and rip, but the history shows that level design is one of the most important parts of the game, and were not talking realism or graphics but predictability, game flow and team-level movement patterns. It adds depth to the game.

Titanfall is one of the games which completely did away with gameflow predictability. The result? Considering that every map played in a similar fashion, the game died fast due to lack of gameplay variety.

As an exception, I need to mark it down here for history, SWAT4 used realistic level design and it worked very well, but that was a nose to nose, close quarters game., almost every level 100% indoors.

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**Author:** ![HaveThisRocket](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/h/7bcc69/32.png) [@HaveThisRocket](https://battlefieldforum.co/u/HaveThisRocket)\
**Post date:** [June 17, 2016, 9:10am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/10 "2016-06-17T09:10:00Z")

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Bf2 had way more open maps yet was way a more competitive fps shooter.Competitive in bf3-4 is just a joke lol.

The problem is lack of fog ,3d spotting and the tanks having thermals.It makes every open area an infantry farming ground

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**Author:** ![FEARecon](https://battlefieldforum.co/user_avatar/battlefieldforum.co/fearecon/32/101930_2.png) [@FEARecon](https://battlefieldforum.co/u/FEARecon)\
**Post date:** [June 17, 2016, 9:24am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/11 "2016-06-17T09:24:00Z")

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The formula for a good balanced map is pretty simple, and MOBAS are a good example of how maps should be designed. The map should be symmetrical with top/middle/bottom lanes and flanking routes throughout the map, and a middle lane with lots of cover for infantry and only areas that they can capture while the outer lanes are for vehicles.

Or maybe the opposite with a clear middle lane for vehicles and 2 outer lanes where infantry have the advantage. This only applies to CQ though. I thought BF3 had great Dom maps and actually that’s all I really played in BF3 so I would love to see that come back. And hopefully some kind of competitive CQ/Rush scene gets going if the game isn’t too casual. Especially now that each team can choose their vehicles on the fly.

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**Author:** ![sqlMrBrooks](https://battlefieldforum.co/user_avatar/battlefieldforum.co/sqlmrbrooks/32/103587_2.png) [@sqlMrBrooks](https://battlefieldforum.co/u/sqlMrBrooks)\
**Post date:** [June 17, 2016, 11:04am UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/12 "2016-06-17T11:04:00Z")

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> [@HaveThisRocket](#):
>
> Bf2 had way more open maps yet was way a more competitive fps shooter.Competitive in bf3-4 is just a joke lol.
> 
> The problem is lack of fog ,3d spotting and the tanks having thermals.It makes every open area an infantry farming ground

BF2 most popular maps were not more open, though. Most maps offered much better opportunities to break line of sight and most of them had a predictable flow, action was funneled through the middle mostly, but the easy sidelane paths funneled flanking aswell.

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**Author:** ![HITREGdotEXE](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/h/ecd19e/32.png) [@HITREGdotEXE](https://battlefieldforum.co/u/HITREGdotEXE)\
**Post date:** [June 17, 2016, 3:22pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/13 "2016-06-17T15:22:00Z")

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As much as I’d like notable BF maps to come back, we are now in WWI. It’d be a bit hard to remaster them for that era.

Also, I like the idea of comp specific maps, so that we have our own set of maps to go off of. Don’t just limit the play to us, put them in maybe the “competitive match browser” or something like that.

Like the ideas though.

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**Author:** ![Nobel83-9](https://battlefieldforum.co/user_avatar/battlefieldforum.co/nobel83-9/32/102968_2.png) [@Nobel83-9](https://battlefieldforum.co/u/Nobel83-9)\
**Post date:** [June 17, 2016, 6:19pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/14 "2016-06-17T18:19:00Z")

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> [@sqlMrBrooks](#):
>
> Competitive or not, the guy has a point. BF2 maps a good example of predictable game flow due to “lanes”. CS “lanes” or the “3 lane level design philosophy” has made the game practically foreverlasting. COD4, most PC COD players will tell you that the game is the second best in the series after COD2, also has the same level design mentality.
> 
> People can complain, argue and rip, but the history shows that level design is one of the most important parts of the game, and were not talking realism or graphics but predictability, game flow and team-level movement patterns. It adds depth to the game.
> 
> Titanfall is one of the games which completely did away with gameflow predictability. The result? Considering that every map played in a similar fashion, the game died fast due to lack of gameplay variety.
> 
> As an exception, I need to mark it down here for history, SWAT4 used realistic level design and it worked very well, but that was a nose to nose, close quarters game., almost every level 100% indoors.

Someone who understands what I’m talking about. Great points.

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<div class="post-metadata">

**Author:** ![Sir-xer21](https://battlefieldforum.co/user_avatar/battlefieldforum.co/sir-xer21/32/103487_2.png) [@Sir-xer21](https://battlefieldforum.co/u/Sir-xer21)\
**Post date:** [June 17, 2016, 6:54pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/15 "2016-06-17T18:54:00Z")

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> [@dA\_9\_eL\_81](#):
>
> “COMPETITIVE” lol

If they actually had properly designed maps and the community didnt have to jury rig things from the existing maps that semi worked, we’d probably have a comp scene that lasted.

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<div class="post-metadata">

**Author:** ![Sir-xer21](https://battlefieldforum.co/user_avatar/battlefieldforum.co/sir-xer21/32/103487_2.png) [@Sir-xer21](https://battlefieldforum.co/u/Sir-xer21)\
**Post date:** [June 17, 2016, 6:56pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/16 "2016-06-17T18:56:00Z")

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> [@HaveThisRocket](#):
>
> Bf2 had way more open maps yet was way a more competitive fps shooter.Competitive in bf3-4 is just a joke lol.
> 
> The problem is lack of fog ,3d spotting and the tanks having thermals.It makes every open area an infantry farming ground

3d spotting is banned in comp, no one uses thermals because smoke is more important, and fog wouldnt matter in condensed comp maps anyways. Fog was an engine limitation in BF2, not a design choice.

Do you always enjoy talking about things you dont understand? Because you clearly have no idea how comp play worked in BF2 OR modern BF.

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<div class="post-metadata">

**Author:** ![smys123](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/5f8ce5/32.png) [@smys123](https://battlefieldforum.co/u/smys123)\
**Post date:** [June 17, 2016, 6:59pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/17 "2016-06-17T18:59:00Z")

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I think a lot of this can be solved in two ways - yes better design, and two make those areas OB for air, AND when one is OB, whether in a vehicle or not, the weapons don’t fire.

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<div class="post-metadata">

**Author:** ![HaveThisRocket](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/h/7bcc69/32.png) [@HaveThisRocket](https://battlefieldforum.co/u/HaveThisRocket)\
**Post date:** [June 17, 2016, 7:02pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/18 "2016-06-17T19:02:00Z")

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> [@Sir-xer21](#):
>
> > [@dA\_9\_eL\_81](#):
> >
> > “COMPETITIVE” lol
> 
> If they actually had properly designed maps and the community didnt have to jury rig things from the existing maps that semi worked, we’d probably have a comp scene that lasted.

You cant design competitive maps by your definition for a bf game,because a game about huge open maps with all out warfare and vehicles,cannot have small lane based maps with 1 vehicle each side and 10 tryhards with aek

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**Author:** ![B3ANTOWN\_B3A5T](https://battlefieldforum.co/user_avatar/battlefieldforum.co/b3antown_b3a5t/32/101262_2.png) [@B3ANTOWN\_B3A5T](https://battlefieldforum.co/u/B3ANTOWN_B3A5T)\
**Post date:** [June 17, 2016, 7:04pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/19 "2016-06-17T19:04:00Z")

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I personally think the EA play map is awesome and looked better designed than most of BF4s maps. Hopefully the rest of the maps are just as good.

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<div class="post-metadata">

**Author:** ![Sir-xer21](https://battlefieldforum.co/user_avatar/battlefieldforum.co/sir-xer21/32/103487_2.png) [@Sir-xer21](https://battlefieldforum.co/u/Sir-xer21)\
**Post date:** [June 17, 2016, 7:10pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/20 "2016-06-17T19:10:00Z")

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> [@HaveThisRocket](#):
>
> > [@Sir-xer21](#):
> >
> > > [@dA\_9\_eL\_81](#):
> > >
> > > “COMPETITIVE” lol
> > 
> > If they actually had properly designed maps and the community didnt have to jury rig things from the existing maps that semi worked, we’d probably have a comp scene that lasted.
> 
> You cant design competitive maps by your definition for a bf game,because a game about huge open maps with all out warfare and vehicles,cannot have small lane based maps with 1 vehicle each side and 10 tryhards with aek

They could if they designed separate maps for the mode.

Not that difficult if they wanted to, they just dont want to.

and if BF was such about huge open maps, the most played maps in every entry of the series wouldnt be maps like Stalingrad in 1942, Karkand and Sharqi in BF2, Metro and lockers in 3/4 and Arica Harbor in BC2.

Face it, people have always loved the smaller maps in BF.

but you dont even know how comp works in BF if you think 3d spotting is a problem.

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