Most of the old 3arch dev team left. They aren't the ones who designed the classics we all know and love. And unfortunately map design isn't likely to improve.
your finally awakening up to this nonsense iv been saying for the last 6 years these people would sit here and love uncompleted games lack of content and a rushed product it's clearly that AI took over bo6 with the creativity these new devs didn't do a god damn thing they let the AI generator took over if the old devs never left we wouldn't have this nonsense of a mess in the first place
@zacharymathis7203 the old devs are still out there. Some are with Vondehaar but most went with Blundell to Sony. That new FPS they cooking is going to be the one to look out for. If there is a contender for the crown, that's the one we all want to see.
20:45 the difference between that and in raid is that even in the middle of the map was still there was a clear 3 lanes. That part of derelict turns into a 2 lane and goes back to being 3 lanes. It’s too open.
Your argument about pushing out of/into enemy spawn is mosty ruined by the fact that most bo6 maps basically are just 2 spawns with a 2.5 really short lanes going between them. Skyline is a short rectangle, at least 25% of that map is technically spawn. I agree that he was comparing 2 different things. But he didnt have a much better option there
The maps seem play as if the angles (and this will be shocking) were calculated, not by gameplay but by measurable points plotted in an effort to maximize crossfire potential without factoring into the learning process how certain angles had previously trended in the past in terms of movement. (lines weren't designed, they were calculated). A general floor plan/lane layout was mapped and then all of the initial cross points were calculated, adjusted, and cover was added after achieving the largest amount of cross lane lines of sight and then paths were adjusted as needed. Essentially a sorting algorithm in 3d space, and was adjusted manually to taste (or lack thereof in some instances).
The issue here is play style. You're either the type to control zones and move only in those zones or a run and gunner where you like to push the whole map. I do both depending on mode and mood.
I also thought the same when i watched aces video. The skyline example was basically push from enemy half to enemy spawn, and the raid examples was push from friendly half to enemy half
The maps are too small, u gotta look at all angles and as soon as u turn away to look somewhere else, u get killed from where u were just looking. Wen u do kill a player, 2 more appear and kill u. Theres zero respite, u gotta be on alert the whole match.
This game just feels boring like I look around a corner and I can just get back to back kills for barely moving at all. Pushing can get kills but high risk you just die from people doing the first option.
In regards to 14:50, you’re absolutely correct, but you also have to remember BO2/CW wasn’t the type where you were in their spawn fighting them and they were still spawning there. BO6 has the issue where unless every single spawn is covered, the game refuses to flip your spawn.
I actually agree with Ace. I think the map sizes, game’s pace and spawns all factor into it, but I’ve hated the lane layouts since the beta. In the older games, when you went down a lane, you knew exactly where to predict people. In this game, with the pacing, layouts and spawns, it feels less reliant on prediction and more just reaction time and random encounters. I’ll admit I’m not great, and I’m not great with modern movement, but most of my deaths don’t even feel like I got outgunned. More so just I went somewhere with 8 different sight lines and the guy came from one of the four I couldn’t cover.
You can throw map design out the window when your team is pushing everywhere and I don’t blame them, because 80% of BO6 maps are small. You then add a new Omni movement feature and you get an annoyingly perfect storm: opponents spawning right in front of you or behind you.
The truth about the BO6 Maps is that they are not 3 lined and some are large even though the females at Treyarch told us that they are 3 lined and S-M...
I think the issue with new maps are that they don't flow. I remember the flow of old maps gave you very few options to change lanes once you were on your path, and those lane changes were good choke points
At no point on an MP map should a player be expected to cover 8 lines of sight with a teammate helping cover 4 other lines of sight on a hard point location. That happened lastnight on derelict. Scud has same issue. We might as well have CTF if the maps won't provide enough cover for DOM or Hardpoint. There is no defending how open world the MP maps are. We did not have the 3 dimensional abilities on the maps in older games. Now with multiple levels throughout the entire map of derelict and others. The maps make me feel like I am playing MP on small warzone maps. Way too many random lines of sight for any of them to play truly competitive. I said it at launch. There is not the correct cover structure on scud. Many maps have this problem. Ace nailed it on this video showing. It doesn't matter where the spawns are when everywhere on the map has 12 lines of sight. The "power positions" that used to exist on older maps are none existent on these new ones. If anything there are now kill positions which lead to areas of each map that NO one ever is going to be because even new players know that spot can be seen from everywhere on the small map.
The only good maps imo are Skyline, Lowtown, Extraction, Hideout and Perhaps at a push Vault on Hardpoint. Every other map is WAY too open and they feel like mini warzone maps as a result. To be 100% honest, the spawns are terrible and don't make a lot of sense. I often get spawned in front of enemies, but on the flip side, I get spawned WAY too far away from my team at the back of the map and have to run *ALL THE WAY* back to where an objective is just to cap it. What gives?
The maps are just way too small... having like 2 or 3 small maps is fine but when all the maps feel small then theres no variety. Isn't this why they made small map playlist? Also, fully agree that maps are too open which together with all maps being small creates the spawn/die issue
i get it! that’s because most other maps were decent in any game that had nuketown so i don’t mind nuketown but if we have to play nuketown because most other maps are dead that’s not good is it
Most of the old 3arch dev team left. They aren't the ones who designed the classics we all know and love. And unfortunately map design isn't likely to improve.
your finally awakening up to this nonsense iv been saying for the last 6 years these people would sit here and love uncompleted games lack of content and a rushed product it's clearly that AI took over bo6 with the creativity these new devs didn't do a god damn thing they let the AI generator took over if the old devs never left we wouldn't have this nonsense of a mess in the first place
4 years of development for these maps, it's diabolical.
@zacharymathis7203 the old devs are still out there. Some are with Vondehaar but most went with Blundell to Sony. That new FPS they cooking is going to be the one to look out for. If there is a contender for the crown, that's the one we all want to see.
Ink you definitely should have watched Nero's video he explains it 10x better than Ace when it comes to the maps.
20:45 the difference between that and in raid is that even in the middle of the map was still there was a clear 3 lanes. That part of derelict turns into a 2 lane and goes back to being 3 lanes. It’s too open.
Your argument about pushing out of/into enemy spawn is mosty ruined by the fact that most bo6 maps basically are just 2 spawns with a 2.5 really short lanes going between them. Skyline is a short rectangle, at least 25% of that map is technically spawn. I agree that he was comparing 2 different things. But he didnt have a much better option there
Aces point is right. There are more lines of sight and the issue is exacerbated because the maps are slightly too small
The maps seem play as if the angles (and this will be shocking)
were calculated, not by gameplay but by measurable points plotted in an effort to maximize crossfire potential without factoring into the learning process how certain angles had previously trended in the past in terms of movement. (lines weren't designed, they were calculated). A general floor plan/lane layout was mapped and then all of the initial cross points were calculated, adjusted, and cover was added after achieving the largest amount of cross lane lines of sight and then paths were adjusted as needed. Essentially a sorting algorithm in 3d space, and was adjusted manually to taste (or lack thereof in some instances).
The issue here is play style. You're either the type to control zones and move only in those zones or a run and gunner where you like to push the whole map. I do both depending on mode and mood.
I feel like this dude Trys to be a contrariant all the time always trying to counter someone’s point but always end up agreeing at the end
Its bizarre. And getting watch time while doing that
I also thought the same when i watched aces video. The skyline example was basically push from enemy half to enemy spawn, and the raid examples was push from friendly half to enemy half
These are why we play with tacticals and a mini map. You can cut down your angles and bound or manipulate the other team into you.
The maps are too small, u gotta look at all angles and as soon as u turn away to look somewhere else, u get killed from where u were just looking.
Wen u do kill a player, 2 more appear and kill u.
Theres zero respite, u gotta be on alert the whole match.
This game just feels boring like I look around a corner and I can just get back to back kills for barely moving at all.
Pushing can get kills but high risk you just die from people doing the first option.
In regards to 14:50, you’re absolutely correct, but you also have to remember BO2/CW wasn’t the type where you were in their spawn fighting them and they were still spawning there. BO6 has the issue where unless every single spawn is covered, the game refuses to flip your spawn.
I actually agree with Ace. I think the map sizes, game’s pace and spawns all factor into it, but I’ve hated the lane layouts since the beta.
In the older games, when you went down a lane, you knew exactly where to predict people. In this game, with the pacing, layouts and spawns, it feels less reliant on prediction and more just reaction time and random encounters.
I’ll admit I’m not great, and I’m not great with modern movement, but most of my deaths don’t even feel like I got outgunned. More so just I went somewhere with 8 different sight lines and the guy came from one of the four I couldn’t cover.
You can throw map design out the window when your team is pushing everywhere and I don’t blame them, because 80% of BO6 maps are small. You then add a new Omni movement feature and you get an annoyingly perfect storm: opponents spawning right in front of you or behind you.
Ghosts probably started this horrible map epidemic later cuz literally half of the maps dlc included just aint for me fam
The truth about the BO6 Maps is that they are not 3 lined and some are large even though the females at Treyarch told us that they are 3 lined and S-M...
I think the issue with new maps are that they don't flow. I remember the flow of old maps gave you very few options to change lanes once you were on your path, and those lane changes were good choke points
At no point on an MP map should a player be expected to cover 8 lines of sight with a teammate helping cover 4 other lines of sight on a hard point location. That happened lastnight on derelict. Scud has same issue. We might as well have CTF if the maps won't provide enough cover for DOM or Hardpoint. There is no defending how open world the MP maps are. We did not have the 3 dimensional abilities on the maps in older games. Now with multiple levels throughout the entire map of derelict and others. The maps make me feel like I am playing MP on small warzone maps. Way too many random lines of sight for any of them to play truly competitive. I said it at launch. There is not the correct cover structure on scud. Many maps have this problem. Ace nailed it on this video showing. It doesn't matter where the spawns are when everywhere on the map has 12 lines of sight. The "power positions" that used to exist on older maps are none existent on these new ones. If anything there are now kill positions which lead to areas of each map that NO one ever is going to be because even new players know that spot can be seen from everywhere on the small map.
It’s more about having structures within the map to give you the options to cut off angles as you address other angles.
BO6 maps are only good for EOMM and revenge kill spawns
Backlot
You and ace are like yin yang. One i go to for the lore and the other for the stats
The only good maps imo are Skyline, Lowtown, Extraction, Hideout and Perhaps at a push Vault on Hardpoint.
Every other map is WAY too open and they feel like mini warzone maps as a result. To be 100% honest, the spawns are terrible and don't make a lot of sense. I often get spawned in front of enemies, but on the flip side, I get spawned WAY too far away from my team at the back of the map and have to run *ALL THE WAY* back to where an objective is just to cap it. What gives?
The maps are just way too small... having like 2 or 3 small maps is fine but when all the maps feel small then theres no variety. Isn't this why they made small map playlist?
Also, fully agree that maps are too open which together with all maps being small creates the spawn/die issue
Santa Sena border crossing is my favourite map, the brecci is my favourite weapon and Vangaurd my fav Cod 💀
EDIT: Nah probs Hijacked or Slums tho
The original CODs were made by small teams of badass passionate modders
Ink, I am glad that you got your voice back. Hope you are doing well.
My favorite map is firing range
Well, my favorite call of duty map. history is Nuketown 2025
i get it! that’s because most other maps were decent in any game that had nuketown so i don’t mind nuketown but if we have to play nuketown because most other maps are dead that’s not good is it
Why are the spawns in nuketown hc so bad
What Ace is saying is that there are too many angles to cover at anyone time.
My favorite COD map was the skatepark map from BO2. I forget what it was called
You mean Grind? You know that's in BO4, right?
@@semtexgnome12yes grind. It came out on Black Ops 2 first
@TheRightWayRoundTRWR And now we are getting Dig from BO2 like those Onslaught maps...
@@semtexgnome12 yea, I think Dig shows up on the Avalon map doesn’t it?
@@TheRightWayRoundTRWR So does Firing Range, Skyline, Protocol, Lowtown and Slums...
These maps are a 8/10 best…on a good day. But we have had way worse too
My favorite bo2 maps is standoff and raid and nuke
I use the piano as a jump spot i don't know what he means there is no jump spot as he looks at it
Red card is the worst map I will skip it every time.
Tank Factory
Player count dropping like mw2/wz2.0 levels....
The maps are not that Bad. SBMM and every single shady thing that is associated with SBMM.
Today is my 28th Birthday
A 5 year old can tell you these maps stink..
🥱
@@ChaosClover420maps are 🥱
The maps in BO6 are horrible
No the maps arnt big enough thats all
Nuketown
8:36 Watch your mouth ink Ace is never wrong. Just miscommunication. Ace understands this😂😂
Crash
Nero explains it better in my opinion and shows the difference