What's your favorite multiplayer map? | PC Gamer - clarkbeids1938
What's your favorite multiplayer map?
There are some maps whose layouts have become indelible, fetching up worthful space in our brains that we could be using to remember, say, where things are in our have actual neighbourhoods. Maps like de_dust2, Blood Flume, Wake Island Island, Badwater, Nuketown, Veneer Worlds, or that one raze in Overcooked 2 where you have to run back and forth across a busy street. Some are symmetrical, some are asymmetrical, just play them often adequate and they'll lay tracks in your psyche so broad you dream all but being there. Which is unsettling, but anyway:
What's your favorite multiplayer map?
Here are our answers, plus some from our forum.
Shaun Prescott: Siege's Presidential Plane. I was obsessed with Rainbow Six Siege about set up, and my favourite map out was Presidential Plane. I wasn't same superb at the game and have since drifted away, but Siege's extremely high stake made it a outstanding immersive play know, even if you aren't particularly interested in the competitive prospect. Presidential Plane jacks the fantasy factor because—at launch, at least—it seemed the most realistic to me. I could easily inhabit the role I was playing (someone either trying to defend the plane, or hard to infiltrate it), and because the shave is laid out in a clean logical way, I ma vaguely beaten with it long before I memorised the map.
It besides seems to me an unconventional map when it comes to first-person shooter logic: there are a handful of cumbersome chokepoints, there are a lot of useless spaces, and IT feels like game balance is subservient to global construction. I prefer IT when virtual spaces aren't "balanced" into a generic competitive playground. I like iniquity if I can feel a part of the world.
Evan Lahti: That plane is an absolute pilchard can with windows, Shaun. Is it the narrowest FPS map in account? Snipers can sithappening the wings of the planeand shoot in, and nigh weapons can't shoot external. I do not urge experiencing this. There are worse Siege maps though, like Favela and the dead Bartlett University (shudder).
My pick: de_inferno. Plenty of classics to pick from in one of the most-played FPSes of our lifetimes, just I'll put Hell on a pedestal. The Mediterranean setting suits CS:GO perfectly, drawing on a ringing but neutralised palette that sidesteps armed services cliché. Structurally information technology's a conventional three-lane Atomic number 55 map, with a clear mid lane and two bottlenecking routes to the separate bomb sites. The downplay middle for both sides plays equal de_dust2 sans the narrow door, and with a bit more put on the line for the Terrorists as they hold fast their neck opening out to progress to the left side of the mapping.
Go through that route to bombsite B, aka Banana tree, is a deadly incurved alley primed for aggressive plays and grenade countering. You can blow up an entire team with a frag strictly away getting the timing right, IT's smart as a whip. And the pit around bombsite A produces some bully interactions. Holding this position post-plant, you take up to deliberately corner yourself as you hold down deuce-ac different potential entrances. I love it when someone springs all over the top of apartments balcony to retake this position, often with a bold leaping frag.[extremely Sea chef's osculate]
Natalie Clayton: Oof, this one's a toughie. In that location are so many maps that stand out in my mind, from countless hours spent idleness on hastily built variations of Team Fortress 2's cp_orange to Hawken's Prosk, a fondly greebly city-like sprawl that perfectly captured the Methedrine-succeeding vibe of that doomed mech shooter. I could gush about my favourite Splatoon 2 represent, just that wouldn't be very Personal computer Gamer of me, would IT?
No need to hand in my badge and keyboard just yet, though. Because while it may have debuted on Xbox 360, Gloriol 3's Valhalla deserves to join the ranks of PC's best maps. It's Blood Gulch, but better—2 towering bases staring from each one unusual down crosswise a pealing vale, punctuated with winding streams and dark caves. Disdain its open sightlines, hills and cliffsides bring home the bacon plenty of cover for players caught in the coarse, and while banshees and wraiths lavatory apace dominate, a few well-placed power weapons ensure you're never arsenic safe in a fomite American Samoa you think you are. It's the entire Halo sandbox crammed into a narrow alpine valley, and easily the foreground of our weekly Halo Roger Huntington Sessions.
Morgan Park: "Blood Gulch, but major" landed corresponding a gut punch, but I can't touch the lie i. It's a lot ameliorate for Halo's paragon lobby size. Though I bequeath always detest how dominant snipers can get on those far-forth cliff faces.
My Answer: Clubhouse. My darling also (unsurprisingly) comes from Rainbow Six Beleaguering. Clubhouse is the top expression of what makes Siege maps tactically interesting: a dense, varied flooring plan where what's above you is even as important as what's directly in social movement of you. It's not thusly huge that clearing rooms on attack is obnoxious and non as well small that defending bomb calorimeter sites is a chore. Clubhouse is that perfect moderate porridge that my Beleaguering friends never say no to And considering one Besieging map is essentially four or five convention FPS maps well-stacked on crown of each other, it's impressive that altogether of Clubhouse's layers are dear.
Andy Chalk: 2Fort. Information technology's the ultimate multiplayer classic, a perfect balance of long sightlines, blind corners, strategy, and balls-out chaos. I started playing it in the innovational Quakeworld and continued right through to TF2. In fact, it's pretty untold the only TF2 map I ever played, because everything else paled in comparison. Promise me a basic bitch if you will, but I speak facts. 2Fort is the unalienable pinnacle of competitive FPS map design: The best there is, the best in that location was, and the best there ever will be.
Lauren Aitken: Fate 2: Pacifica and Javelin-4. I won't be taking any questions.
From our forum
Pifanjr: The first thing that popped into my head was The Clad Logic gate from Lord of the Rings: Return of the World-beater. My friend and I mustiness have played that horizontal surface concluded hundredfold. We were eventually healthy to finish it with only perfect kills.
ZedClampet: Founder's Field in Super Mega Baseball game 3. Information technology's the hardest theatre of operations to hit homeruns on. In fact, with properly aimed pitches it's much impossible, and you have to try to hit singles/doubles instead. IT makes it a completely different game.
Mazer: The innovational Unreal Tournament had some identical memorable maps apart from the obvious Facing Worlds, I loved the ones which mixed low and normal gravities particularly as they benefited my all-time preferent hitscan weapon system, the ASMD.
Morpheus was three loosely connected skyscrapers with internal and external spaces, and Hyperblast was a large spaceship with a trippy hyperspace skybox and a loosely circular layout. There's a reason so galore UT99 maps were remade over and over for serial entries in the series, they were and so well tuned for the player movement and the weapon selection of the games.
Zloth: City of Heroes' Shadow Sherd. It was a serial publication of four giant zones, full of floating islands of rock covered in grass, trees, and red pools & streams. Characters with flight could simply alert from place to place. Teleporters could execute the same, only the distances were massive enough that they power need to roost along the way. The islands were for the most part too far aside for A-one jumpers and speedsters were stranded. So, the developers inject littler launchers. Base on balls your character up a pocket-sized slot in the rock into some blue smoke and you were launched to some other island. That rotated each zone into a giant maze! Once you learned your way more or less the tangle, though, a character victimization the launchers could get to his/her destination very quickly.
Many people really hated the Shadow Shards. They just wanted to gravel to their missions, non sail some weird tangle. But I totally fell in love with the place! I (eventually) found my way through the mazes and memorized them. The atmosphere was bizarre and beautiful, the music was good, and the lore was in truth gripping. The fact that you could bounce around for hours without seeing anyone just added to the atmosphere.
The developers bowed to pressure and eventually added just about teleporters so players didn't have to blend in through every district to chafe the final one, then added K packs soh all characters could fly if they didn't want to mass with the maze. Sad, only the zones were nearly unused arsenic they were. The launchers remained, though, and I would sometimes run low and "do the tour" barely to occupy it in.
Source: https://www.pcgamer.com/whats-your-favorite-multiplayer-map/
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