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Post by Deleted on Sept 5, 2016 18:27:27 GMT
I love the level designs for all of the main missions and loyalty missions on Illium in Mass Effect 2, that planet and all of it's levels are easily in my top 3 design wise.
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Post by Arkhne on Sept 7, 2016 13:11:43 GMT
Before we get going, I'm going to add the disclaimer that I am a ME2 and ME3MP player, 1 and 3's SP holds almost no interest for me.
Sorry, I have to disagree. I found the level design of the maps on Illium to be quite uninspired. Linear affairs of Room-Hallway-Room-Hallway, sure the cover was USEFUL (and somewhat meaningful, being under construction and all), however any school kid could have designed the general layout like that, since it's exactly what the ME2 Combat System is based on (Enter a room, take cover, pick off horde of enemies). Pretty much every piece of cover gives you an almost perfect view of the entire battlefield, and the limitations of the enemy AI become very apparent (Or do they just have a dumbed down setting for these?).
I do have to agree with Haestrom though, as much as I disliked the solar hazard, and the enemy spawns, the physical layout (and multiple options) is just awesome. Some clear thought went into the map.
Korlus disguises its linearity quite well, and I'm fine with that. I don't expect every map to be a masterpiece of design layout, I just don't want to feel like I am stuck in a corridor, and Korlus does that. With the many twists and turns, and how one small adjustment in which cover you use can drastically change your LOS on the battlefield. If anything, Korlus feels a little restrictive, in that some enemies just can't be reached from certain places, but that's not a bad thing, "There is no combat without movement", changing position (or cover) is a part of the game.
Jack's Recruitment mission bears mentioning, despite being a very obvious corridor. The cover design is actually really good (though sometimes clunky like with those diagonal pieces), again, taking cover in a different spot (or approaching each room differently) will make a noticable change in the way the room plays out. And those Shotgun Turians who can easily flank you if you don't keep an eye out really drive this fact home whilst you're focused on the Mech in your face, and then die to the Turian behind you.
The Collector missions is really where ME2 shines though. It's very clear they were designed with that specific enemy in mind, and the enemy works well with each other and the environment. My only complaint is Harbinger's coverbusting stunlock combo that destroys you on Insanity (But that is not a level design problem). There are multiple ways to approach pretty much every Collector battlefield, and the graphical designs are quite a sight. They provide exactly the feel they're meant to. I approach every Collector mission with both excited anticipation and dread.
If I had to pick a specific Collector Mission as better than the other (Collector Missions), it would probably be the Collector Ship (Where you get the Advanced Weapons Training). The atmosphere, progression, and battlefield layout are all great, and work together nicely.
Whilst I have played little of ME3, I will give an honourable mention to Javik's recruitment, the map was pretty good, with battlefield options, and you could approach each spawn in several different ways, depending on preference and playstyle.
And the winner is: Garrus' Recruitment mission: House-based Arena is OK, and I struggle with the Basement (The one with the Varren, and depending on class, the Pyro), mostly because I don't play CQC in ME2. However, I wont claim that the level design is really that good, there is only one reason this mission wins, and that is because I get my bestest bro, Garrus at the end of it.
Yes, there is no clear winner for me based on the physicalities of the levels, so I took the easy (lame?) route and picked one that is fun to play, and provides me with a valued companion. There is no objective reason (Beyond Garrus) for me to choose that level, it is purely my subjective opinion on the value of Garrus as an ME2 Squadmate that made the decision for me. Hope my wall of text wasn't too boring for you.
EDIT: If wanted (Probably not, I have unpopular opinions on most things ME3MP related) I could give my opinion of ME3MP level designs.
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Post by Deleted on Sept 7, 2016 18:50:54 GMT
Before we get going, I'm going to add the disclaimer that I am a ME2 and ME3MP player, 1 and 3's SP holds almost no interest for me. Sorry, I have to disagree. I found the level design of the maps on Illium to be quite uninspired. Linear affairs of Room-Hallway-Room-Hallway, sure the cover was USEFUL (and somewhat meaningful, being under construction and all), however any school kid could have designed the general layout like that, since it's exactly what the ME2 Combat System is based on (Enter a room, take cover, pick off horde of enemies). Pretty much every piece of cover gives you an almost perfect view of the entire battlefield, and the limitations of the enemy AI become very apparent (Or do they just have a dumbed down setting for these?). I do have to agree with Haestrom though, as much as I disliked the solar hazard, and the enemy spawns, the physical layout (and multiple options) is just awesome. Some clear thought went into the map. Korlus disguises its linearity quite well, and I'm fine with that. I don't expect every map to be a masterpiece of design layout, I just don't want to feel like I am stuck in a corridor, and Korlus does that. With the many twists and turns, and how one small adjustment in which cover you use can drastically change your LOS on the battlefield. If anything, Korlus feels a little restrictive, in that some enemies just can't be reached from certain places, but that's not a bad thing, "There is no combat without movement", changing position (or cover) is a part of the game. Jack's Recruitment mission bears mentioning, despite being a very obvious corridor. The cover design is actually really good (though sometimes clunky like with those diagonal pieces), again, taking cover in a different spot (or approaching each room differently) will make a noticable change in the way the room plays out. And those Shotgun Turians who can easily flank you if you don't keep an eye out really drive this fact home whilst you're focused on the Mech in your face, and then die to the Turian behind you. The Collector missions is really where ME2 shines though. It's very clear they were designed with that specific enemy in mind, and the enemy works well with each other and the environment. My only complaint is Harbinger's coverbusting stunlock combo that destroys you on Insanity (But that is not a level design problem). There are multiple ways to approach pretty much every Collector battlefield, and the graphical designs are quite a sight. They provide exactly the feel they're meant to. I approach every Collector mission with both excited anticipation and dread. If I had to pick a specific Collector Mission as better than the other (Collector Missions), it would probably be the Collector Ship (Where you get the Advanced Weapons Training). The atmosphere, progression, and battlefield layout are all great, and work together nicely. Whilst I have played little of ME3, I will give an honourable mention to Javik's recruitment, the map was pretty good, with battlefield options, and you could approach each spawn in several different ways, depending on preference and playstyle. And the winner is: Garrus' Recruitment mission: House-based Arena is OK, and I struggle with the Basement (The one with the Varren, and depending on class, the Pyro), mostly because I don't play CQC in ME2. However, I wont claim that the level design is really that good, there is only one reason this mission wins, and that is because I get my bestest bro, Garrus at the end of it. Yes, there is no clear winner for me based on the physicalities of the levels, so I took the easy (lame?) route and picked one that is fun to play, and provides me with a valued companion. There is no objective reason (Beyond Garrus) for me to choose that level, it is purely my subjective opinion on the value of Garrus as an ME2 Squadmate that made the decision for me. Hope my wall of text wasn't too boring for you. EDIT: If wanted (Probably not, I have unpopular opinions on most things ME3MP related) I could give my opinion of ME3MP level designs. I have to agree that Korlus is probably more linear than a lot of people like, although there are some opportunities to take different paths - i.e. with the all-Krogan onslaught and later on in the area just before reaching Okeer. I agree that Haestrom has a better non-linear layout overall. What drags it out of top spot for me is the area fighting all the rocket drones and the 2 primes. It just seems very helter-skelter to me through there. The design of the other three primary combat areas is excellent though. Also (although I haven't been hit with it personally), other people have been mentioning a pretty serious bug with the door activator in that area not appearing making it impossible for them to complete the level.
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Post by RedCaesar97 on Sept 8, 2016 2:11:07 GMT
For the record: since ME2 (and to a large extent, ME3) uses a lot of cover-based shooter mechanics, linear level design is expected. Games that use cover-based shooting mechanics require a lot of linear level design. The point is to get from point A to point B with a lot of enemies in your path, while going from cover-to-cover. Larger, more open areas are obviously going to be a lot more interesting than narrow halls. The problem is in trying to design larger areas for cover-based shooting mechanics that feature a lot of waist-high cover that does not feel out of place. This is why narrow corridors and halls in buildings get used a lot.
With that out of the way, I'm going to use Eden Prime in Mass Effect 1 as a good example of level design. The first half (pre-tram) features small enemy encounters between long dialogue bits. Since this is the first mission in the game, your powers have long cooldowns, mostly 60 seconds. These small encounters are stretched between conversation so your powers have a chance to cool down between the encounters. This allows you to start each new encounter with your powers available. These encounters also give you a chance to get familiar with the game mechanics such as taking cover, crouching to immprove aiming, and your shield mechanics.
Eden Prime gets a little tougher towards the end with an extended enemy encounter forcing you to deal with enemies while your powers recharge.
The level is not especially difficult, but it sets the tone for the rest of the game while giving you room to deal with the mechanics of the game. It does not overtly hold your hand like some other tutorial missions (for better or worse depending on your view or past experience) but i think the level design does a great job of introducing you to Mass Effect and its game mechanics.
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Post by Deleted on Sept 9, 2016 13:31:16 GMT
For the record: since ME2 (and to a large extent, ME3) uses a lot of cover-based shooter mechanics, linear level design is expected. Games that use cover-based shooting mechanics require a lot of linear level design. The point is to get from point A to point B with a lot of enemies in your path, while going from cover-to-cover. Larger, more open areas are obviously going to be a lot more interesting than narrow halls. The problem is in trying to design larger areas for cover-based shooting mechanics that feature a lot of waist-high cover that does not feel out of place. This is why narrow corridors and halls in buildings get used a lot. With that out of the way, I'm going to use Eden Prime in Mass Effect 1 as a good example of level design. The first half (pre-tram) features small enemy encounters between long dialogue bits. Since this is the first mission in the game, your powers have long cooldowns, mostly 60 seconds. These small encounters are stretched between conversation so your powers have a chance to cool down between the encounters. This allows you to start each new encounter with your powers available. These encounters also give you a chance to get familiar with the game mechanics such as taking cover, crouching to immprove aiming, and your shield mechanics. Eden Prime gets a little tougher towards the end with an extended enemy encounter forcing you to deal with enemies while your powers recharge. The level is not especially difficult, but it sets the tone for the rest of the game while giving you room to deal with the mechanics of the game. It does not overtly hold your hand like some other tutorial missions (for better or worse depending on your view or past experience) but i think the level design does a great job of introducing you to Mass Effect and its game mechanics. I agree. Eden Prime is a great introductory level design as far as the combat goes. It's also not completely linear. There are also a couple of places where different approaches can be made (e.g. just before meeting Ashley, the player can choose to snipe from the top of the hill or stick to the trench and on the last platform, the player can opt to snipe across from the right or run over towards the first bomb on the left. It's not a critical thing, but it can be a little confusing though when it comes to not missing out on the dialogue with the farmers. The combat with the husks tends to draw the player farther down the hill and the player can easily get "roped" right into the discussion over Nihilus. Also, even though it might classify as hand holding, I think there should be some tutorial indication about needing to assign points to Electronics (usually Kaidan) in order to unlock the one crate in that area (as opposed to just flashing the message "Electronics skill too low." I know I felt more confused than helped by that message and I've seen plenty of YouTube vids where blind players reacting with the same confusion as I did (particularly since up to that point Electronics is usually locked).
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Post by Spectr61 on Sept 20, 2016 22:05:33 GMT
Haestrom.
Hands down.
ME1 Noveria not terrible.
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Post by AIS-Sona_v7 on Sept 21, 2016 15:54:39 GMT
Nos Astra
The towers of Nos Astra rise to the skies like the ego of their residents.
The opalescent sun irradiates the city in a bright aura when dawn and dusk trade places. All you have to do is close your eyes, you can breathe with the rhythm of the cars flowing in its veins, move to the elegance of its simplicity.
On Nos Astra it is so easy to spread your wings and be the Icarus, not burning up in the loving embrace of your Solara.
The screaming of skycars both luxurious and loaned, roars as the beast, echoing victoriously across the landscape of Illium "I STAND!"
At night the city becomes purple and mysterious, just like night covers in shadows all which was lit, mystery covers in ignorance what should not be seen. Trades worth millions, prohibited species and slave labor move across the city on large platforms, only being numbers in the N.A.E. Market.
To live on Nos Astra is to be the master of lies and conjurer of finances.
"I would gladly put my real life on the table to live on Nos Astra~"
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