# 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:** 1\
**Page:** 2

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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, 7:13pm UTC](https://battlefieldforum.co/t/comp-players-map-design-discussion/102181/21 "2016-06-17T19:13:00Z")

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> [@Sir-xer21](#):
>
> > [@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.

People like to rank up fast and get cheap/easy/cheesy kills. That’s how I explain the popularity of the clusterF maps like Metro and Locker.

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