Battlefield 3 maplist
Posted: November 19th, 2011, 9:40
We're all getting the feel of the maps now, so it's time to tweak the maplist and get rid of some of the horrible ones. First up, I'm going to put the Conquest tickets back to 100%, as we're filling the server now. I'd also suggest going back to 2 conquest / 2 rush, although switching the CQ maps rather than playing the same twice. I'm going to try to 'review' each map, and hopefully other people will follow suit so we can get a feel of which ones people like.
Grand Bazaar
Conquest - The main road that borders the map in a square is a good field to channel intense combat, with the alleyways providing flanking opportunities. It's a claustrophobic map better suited to CQB than snipers, and it's vehicle-light. Whether that's good or bad depends on your play style, but I like it.
Rush - I always get lost when defending on the first point. It seems to be a popular Rush map, but I'm not keen. with only two avenues of attack on every point the attackers are really challenged and it pretty much comes down to whether they get a lucky breakthrough or not. I'm not all that keen.
Teheran Highway
Conquest - A nice, open urban map with no air vehicles but enough armour to keep the (many) engineers happy. Kind of reminds me of the old BF2 maps, fighting around the streets and roads. The battles are very much focussed on the capture points, which I also like.
Rush - I honestly can't ever remember playing Teheran Highway on Rush.
Caspian Border
Conquest - One of the big boy CQ maps, with a full compliment of vehicles and some very open terrain. It's pretty much the poster child for the game, and while I don't think it's the best map in the game it's not a bad one. All the capture points, apart from maybe Hilltop, are fairly well balanced for attacker and defender. I'd say it was the baseline game.
Rush - I do like this map on Rush. The first points are always brutal, but because of the vehicles and open run of attack it's not a chokepoint slugfest like the urban maps. In fact all the points offer decent approaches which lend to tactics, and the last points have been tense and close matches every time I've played them.
Seine Crossing
Conquest - Not a bad map. The banks of the river with the capture point on the bridge offers snipers somewhere to play and makes everyone else think carefully about approaching, while the rest of the map is another close quarters slugathon. There's plenty of variety of routes though, and it's not often I see it getting clogged up at choke points.
Rush - Unlike the CQ map, the Rush games do get clogged up. Smart attackers can actually get to the first points before the defenders do I believe, but if they don't they're in for a hard time. It's not a bad map, but it suffers from the limited attack route problem that quite a few BF3 Rush maps do. The river points are quite fun though.
Operation Firestorm
Conquest - I do like this map on CQ, it offers a good variety of terrain and the full array of vehicles. The oil refinery in the middle is a 3D nightmare to attack or defend, in a good way. Currently it's first on our cycle so it never has more than a few people on it.
Rush - A decent, open map. So open that it's actually pretty hard to attack, but on the few occasions I've played this one we've generally been pretty tactical, which can only be a good thing.
Davamand Peak
Conquest - One of two CQ maps which take on the characteristics of a Rush game because of the choke points. The tunnel in the middle turns into a grind, and even though flying helicopters into the tunnel is fun, and you can occasionally get in behind the enemy and cause some chaos, I'm not very keen on it. A good team will fly over the top and paradrop a squad onto one of the rear points to relieve the pressure in the tunnels, but it's rare I see that. Which is a shame, because the outside areas are quite nice.
Rush - This is probably my favourite Rush map in the game. All the attack routes are open and allow the players to use tactics to get around the defenders, but the cover around the points make them viable to hold. The last points with the attackers base jumping off the cliff is a stroke of genius, really adding a frantic fight for both sides as they mix it up. The vehicles aren't game makers either, but can be useful. It never seems to be a foregone conclusion, which surely has to be the sign of a good map.
Noshahar Canals
Conquest - Possibly my favourite CQ map. The map is nicely divided between open space and close cover, and there are lots of routes around the map. The vehicles are used to good effect (I love the amphibious APC thing), and are possibly a little too game-affecting, but there are always plenty of engineers happy to take a pop at them.
Rush - Again, a good map. The approach from the carrier should make it difficult to attack, but in reality I've never seen the attackers have a problem. The second point across the railway seems to be difficult to attack but I'm not really sure why. Maybe it's too open. Either way, I enjoy it.
Kharg Island
Conquest - A fairly standard map with the full range of vehicles. A bit more uniform in the terrain variation than Op Firestorm, meaning the fighting tends to be less focussed around the capture points. The 64 player map is definitely the better version, but the 32 player map we have is perfectly playable.
Rush - A very open first few points make it tricky to attack, particularly coming from the carrier, but still pretty enjoyable. It's late in our map cycle so I've only really played it with a handful of people, but that's not too bad because of how open it is, the attackers can always react. The vehicles are kind of white elephants when the players are sparse, but should make life (or, more accurately, death) more interesting on a full server.
Operation Metro
Conquest - Widely considered to be the worst CQ map in the game. Almost the entire map is squeezed into two or three routes which just turn into standoffs wherever the lines are drawn. It's almost like the first world war, just turning into attrition unless one team can make a break. Occasionally that breakthrough can be elating, but more often than not both sides feel frustrated.
Rush - Another one of those tight Rush maps which channel everyone into a specific approach to be murdered. The first points aren't too bad, same with the last ones, but if they've got to the last points chances are the defenders will be so frustrated from the tunnels they'll get a pasting anyway. The tunnels are just hellish pushes, with the only real movement made by making the other guy respawn more than you do.
Grand Bazaar
Conquest - The main road that borders the map in a square is a good field to channel intense combat, with the alleyways providing flanking opportunities. It's a claustrophobic map better suited to CQB than snipers, and it's vehicle-light. Whether that's good or bad depends on your play style, but I like it.
Rush - I always get lost when defending on the first point. It seems to be a popular Rush map, but I'm not keen. with only two avenues of attack on every point the attackers are really challenged and it pretty much comes down to whether they get a lucky breakthrough or not. I'm not all that keen.
Teheran Highway
Conquest - A nice, open urban map with no air vehicles but enough armour to keep the (many) engineers happy. Kind of reminds me of the old BF2 maps, fighting around the streets and roads. The battles are very much focussed on the capture points, which I also like.
Rush - I honestly can't ever remember playing Teheran Highway on Rush.
Caspian Border
Conquest - One of the big boy CQ maps, with a full compliment of vehicles and some very open terrain. It's pretty much the poster child for the game, and while I don't think it's the best map in the game it's not a bad one. All the capture points, apart from maybe Hilltop, are fairly well balanced for attacker and defender. I'd say it was the baseline game.
Rush - I do like this map on Rush. The first points are always brutal, but because of the vehicles and open run of attack it's not a chokepoint slugfest like the urban maps. In fact all the points offer decent approaches which lend to tactics, and the last points have been tense and close matches every time I've played them.
Seine Crossing
Conquest - Not a bad map. The banks of the river with the capture point on the bridge offers snipers somewhere to play and makes everyone else think carefully about approaching, while the rest of the map is another close quarters slugathon. There's plenty of variety of routes though, and it's not often I see it getting clogged up at choke points.
Rush - Unlike the CQ map, the Rush games do get clogged up. Smart attackers can actually get to the first points before the defenders do I believe, but if they don't they're in for a hard time. It's not a bad map, but it suffers from the limited attack route problem that quite a few BF3 Rush maps do. The river points are quite fun though.
Operation Firestorm
Conquest - I do like this map on CQ, it offers a good variety of terrain and the full array of vehicles. The oil refinery in the middle is a 3D nightmare to attack or defend, in a good way. Currently it's first on our cycle so it never has more than a few people on it.
Rush - A decent, open map. So open that it's actually pretty hard to attack, but on the few occasions I've played this one we've generally been pretty tactical, which can only be a good thing.
Davamand Peak
Conquest - One of two CQ maps which take on the characteristics of a Rush game because of the choke points. The tunnel in the middle turns into a grind, and even though flying helicopters into the tunnel is fun, and you can occasionally get in behind the enemy and cause some chaos, I'm not very keen on it. A good team will fly over the top and paradrop a squad onto one of the rear points to relieve the pressure in the tunnels, but it's rare I see that. Which is a shame, because the outside areas are quite nice.
Rush - This is probably my favourite Rush map in the game. All the attack routes are open and allow the players to use tactics to get around the defenders, but the cover around the points make them viable to hold. The last points with the attackers base jumping off the cliff is a stroke of genius, really adding a frantic fight for both sides as they mix it up. The vehicles aren't game makers either, but can be useful. It never seems to be a foregone conclusion, which surely has to be the sign of a good map.
Noshahar Canals
Conquest - Possibly my favourite CQ map. The map is nicely divided between open space and close cover, and there are lots of routes around the map. The vehicles are used to good effect (I love the amphibious APC thing), and are possibly a little too game-affecting, but there are always plenty of engineers happy to take a pop at them.
Rush - Again, a good map. The approach from the carrier should make it difficult to attack, but in reality I've never seen the attackers have a problem. The second point across the railway seems to be difficult to attack but I'm not really sure why. Maybe it's too open. Either way, I enjoy it.
Kharg Island
Conquest - A fairly standard map with the full range of vehicles. A bit more uniform in the terrain variation than Op Firestorm, meaning the fighting tends to be less focussed around the capture points. The 64 player map is definitely the better version, but the 32 player map we have is perfectly playable.
Rush - A very open first few points make it tricky to attack, particularly coming from the carrier, but still pretty enjoyable. It's late in our map cycle so I've only really played it with a handful of people, but that's not too bad because of how open it is, the attackers can always react. The vehicles are kind of white elephants when the players are sparse, but should make life (or, more accurately, death) more interesting on a full server.
Operation Metro
Conquest - Widely considered to be the worst CQ map in the game. Almost the entire map is squeezed into two or three routes which just turn into standoffs wherever the lines are drawn. It's almost like the first world war, just turning into attrition unless one team can make a break. Occasionally that breakthrough can be elating, but more often than not both sides feel frustrated.
Rush - Another one of those tight Rush maps which channel everyone into a specific approach to be murdered. The first points aren't too bad, same with the last ones, but if they've got to the last points chances are the defenders will be so frustrated from the tunnels they'll get a pasting anyway. The tunnels are just hellish pushes, with the only real movement made by making the other guy respawn more than you do.