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BroDimm Aug 13, 2022 @ 6:30am
1
Small Maps Please
Basically, more map like 1-2 structures each raid. That's what police do right? If its a full compound, might better to call the Military instead.

Gas Station
Restaurant
Hotel
Sub/Train Station
Bank
House/Residence
Shops
Or something unique like.. HVT traffic stop assist (barricaded suspect in a traffic jammed junction)
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Showing 1-15 of 41 comments
Graywolf364 Aug 13, 2022 @ 6:36am 
Seconded. I really want to see a wide variety of small residential maps. And have maps of all sizes have less video game level like layouts.

As an aside, Google the Posse Comitatus Act.
Last edited by Graywolf364; Aug 13, 2022 @ 6:50am
76561197988918266 Aug 13, 2022 @ 7:32am 
Small maps x
At least two squads of 5 ✓
-=Danne=- Aug 13, 2022 @ 9:46am 
The first map in SWAT3 (i think) is amazing, theres only one enemy but you'll need to find the hostage and you just goes further and further down the tunnel and find all kind of creapy stuff.
Kyle Aug 13, 2022 @ 10:10am 
For the most part I agree, the current maps are fairly large. The gas station is probably the smallest and simplest map, I use it for testing stuff out quickly since it's fairly predictable.

When I first played, I was looking for a simple map and torn between the gas station and the meth houses. Naturally, I picked the meth houses, with no flashlight or NV. Lucky me, that was an experience.
Ridgeline is planned to come back, it is a map built for 2 AI, so it will be smaller from what we've seen.

The issue with small maps for PVE, is, well. They're not very replayable, at least personally. And that the devs have confirmed it takes a lot more work to create a small map than a larger map.

Each map is created to tell a story or theme, large maps are easier in this sense because you can spread it out or centralize it like on Neon Tomb or Doll Valley. Smaller maps require a lot more small details to feel the same, otherwise they'd be small, relatively out of place maps. Not to mention you really limit what the AI can do and how random they can be with smaller maps.
Alucard103 Aug 13, 2022 @ 1:59pm 
Originally posted by 『Sinner』:
Ridgeline is planned to come back, it is a map built for 2 AI, so it will be smaller from what we've seen.

The issue with small maps for PVE, is, well. They're not very replayable, at least personally. And that the devs have confirmed it takes a lot more work to create a small map than a larger map.

Each map is created to tell a story or theme, large maps are easier in this sense because you can spread it out or centralize it like on Neon Tomb or Doll Valley. Smaller maps require a lot more small details to feel the same, otherwise they'd be small, relatively out of place maps. Not to mention you really limit what the AI can do and how random they can be with smaller maps.

We definitely need smaller maps. That was my first thoughts after taking out the first 5 suspects. "Why is this level so long?!?!"

I am not sure I can agree with that. I feel like if that is what they believe then they are over thinking the level design. The premise is we are SWAT, not the FBI or CIA on a year long investigation to take down a terrorist cell or drug cartel. Yes we should have levels with lore such as that but most importantly we need levels that focus on us being SWAT, which is responding to local "random" armed assailants.

As for the concept of randomizing small levels, other games have already done this so they do not have to reinvent the wheel. Such as locked doors, traps, assailants weapon types, hostage count, unknown armed suspect count, the ability for suspects to use hostages as cover and more. Many of which they already do on the current big levels.
lowkeystupidasf Aug 13, 2022 @ 2:26pm 
This is why I don't really like Port Hokan on Raid. One 2-story warehouse, 2 big courtyards, 3 smaller building and the main 4 (or 3 i think?) story building, and all of that needs to be cleared by 5 guys. Tens of smaller rooms, corridors, halls so lord have mercy on your sanity if you miss one civilian along the way.
Why does 213 Park have a whole ♥♥♥♥♥♥♥ mine system that leads to nowhere?
Why does Ceasar's Dealership have that repair section and a junkyard?
Why on Fast Food do we need to also clear the other 2 warehouses?
Why on Hotel do we need to clear the entire underground parking (on Raid) and why are there some rooms in the walls that lead to god knows where on Barricaded Suspects?
I like Club or Voll's mansion because they are still pretty big maps, but it all makes sense there. We are supposed to clear the whole house, we clear the house, garden and basement, all connected to the house. We are supposed to clear the whole club, we clear the whole club and all the storage rooms. Thank god they scrapped the whole another ♥♥♥♥♥♥♥ mansion on Valley of The Dolls
76561197988918266 Aug 13, 2022 @ 3:00pm 
Originally posted by Alucard103:
Originally posted by 『Sinner』:
Ridgeline is planned to come back, it is a map built for 2 AI, so it will be smaller from what we've seen.

The issue with small maps for PVE, is, well. They're not very replayable, at least personally. And that the devs have confirmed it takes a lot more work to create a small map than a larger map.

Each map is created to tell a story or theme, large maps are easier in this sense because you can spread it out or centralize it like on Neon Tomb or Doll Valley. Smaller maps require a lot more small details to feel the same, otherwise they'd be small, relatively out of place maps. Not to mention you really limit what the AI can do and how random they can be with smaller maps.

We definitely need smaller maps. That was my first thoughts after taking out the first 5 suspects. "Why is this level so long?!?!"

I am not sure I can agree with that. I feel like if that is what they believe then they are over thinking the level design. The premise is we are SWAT, not the FBI or CIA on a year long investigation to take down a terrorist cell or drug cartel. Yes we should have levels with lore such as that but most importantly we need levels that focus on us being SWAT, which is responding to local "random" armed assailants.

As for the concept of randomizing small levels, other games have already done this so they do not have to reinvent the wheel. Such as locked doors, traps, assailants weapon types, hostage count, unknown armed suspect count, the ability for suspects to use hostages as cover and more. Many of which they already do on the current big levels.
If you only had 5 suspects on small maps it would be like a boring chore. (just load up on stingers, bangs, and gas)
There are only so many ways the likes of convenience stores can be randomized.

Unless they're like the AI equivalent of John Wick(which people have been complaining about but I don't see AI roaming around the level one-tapping people from behind all that often).

Now 5 guys being sent to take down AI John Wick(heavy armor, coffee speed, can only be stunned for 1-2s, 0.5s reaction to all directions, melee instakill you with a pencil) that's actively roaming around the level and shooting hostages that are running around(*cough*school map*cough*), that would be awesome.
Last edited by 76561197988918266; Aug 13, 2022 @ 3:06pm
I really like the mix of both map types, but yeah lets add some more small maps.
Graywolf364 Aug 13, 2022 @ 3:12pm 
I've always thought a true barricaded shooter op would be cool. One suspect in a small barricaded home. And since pulling security for 6 hours would be boring, have the shooter lay down suppressive fire anytime some pops in the open near the house. So the change comes from finding ways to approach safety to make entry into the building. I think it could justify kit like the launcher.
Alucard103 Aug 13, 2022 @ 3:26pm 
Originally posted by BOKU Haram | Boki Harem:
Originally posted by Alucard103:

We definitely need smaller maps. That was my first thoughts after taking out the first 5 suspects. "Why is this level so long?!?!"

I am not sure I can agree with that. I feel like if that is what they believe then they are over thinking the level design. The premise is we are SWAT, not the FBI or CIA on a year long investigation to take down a terrorist cell or drug cartel. Yes we should have levels with lore such as that but most importantly we need levels that focus on us being SWAT, which is responding to local "random" armed assailants.

As for the concept of randomizing small levels, other games have already done this so they do not have to reinvent the wheel. Such as locked doors, traps, assailants weapon types, hostage count, unknown armed suspect count, the ability for suspects to use hostages as cover and more. Many of which they already do on the current big levels.
If you only had 5 suspects on small maps it would be like a boring chore. (just load up on stingers, bangs, and gas)
There are only so many ways the likes of convenience stores can be randomized.

Unless they're like the AI equivalent of John Wick(which people have been complaining about but I don't see AI roaming around the level one-tapping people from behind all that often).

Now 5 guys being sent to take down AI John Wick(heavy armor, coffee speed, can only be stunned for 1-2s, 0.5s reaction to all directions, melee instakill you with a pencil) that's actively roaming around the level and shooting hostages that are running around(*cough*school map*cough*), that would be awesome.


Those are all things that can be "randomized" Suspects can have gas masks, they can be behind cover camping a door so flash bangs cant get them, they could be next to a hostage so singers could injure them. There could be a trap that even after stunning the suspect you trigger on entry. Just because the mission is not 45 min long does not mean it will be boring.
76561197988918266 Aug 13, 2022 @ 3:27pm 
Originally posted by Alucard103:
Originally posted by BOKU Haram | Boki Harem:
If you only had 5 suspects on small maps it would be like a boring chore. (just load up on stingers, bangs, and gas)
There are only so many ways the likes of convenience stores can be randomized.

Unless they're like the AI equivalent of John Wick(which people have been complaining about but I don't see AI roaming around the level one-tapping people from behind all that often).

Now 5 guys being sent to take down AI John Wick(heavy armor, coffee speed, can only be stunned for 1-2s, 0.5s reaction to all directions, melee instakill you with a pencil) that's actively roaming around the level and shooting hostages that are running around(*cough*school map*cough*), that would be awesome.


Those are all things that can be "randomized" Suspects can have gas masks, they can be behind cover camping a door so flash bangs cant get them, they could be next to a hostage so singers could injure them. There could be a trap that even after stunning the suspect you trigger on entry. Just because the mission is not 45 min long does not mean it will be boring.
Except you can bring both gas and flashbang(one being launcher) on your own, or all 3.
There are 4 others who could bring stingers and camerastick, more than enough wedges to seal off the building...etc. or just more bangs and gas.
Last edited by 76561197988918266; Aug 13, 2022 @ 3:38pm
Alucard103 Aug 13, 2022 @ 3:37pm 
Originally posted by BOKU Haram | Boki Harem:
Originally posted by Alucard103:


Those are all things that can be "randomized" Suspects can have gas masks, they can be behind cover camping a door so flash bangs cant get them, they could be next to a hostage so singers could injure them. There could be a trap that even after stunning the suspect you trigger on entry. Just because the mission is not 45 min long does not mean it will be boring.
Except you can bring both gas and flashbang(one being launcher) on your own.

Yes but then you lose the ability to open doors quickly if they are locked. Preparing the proper gear definitely helps complete the mission, but does not guarantee success. Which is a main point of the game.
76561197988918266 Aug 13, 2022 @ 3:38pm 
Originally posted by Alucard103:
Originally posted by BOKU Haram | Boki Harem:
Except you can bring both gas and flashbang(one being launcher) on your own.

Yes but then you lose the ability to open doors quickly if they are locked. Preparing the proper gear definitely helps complete the mission, but does not guarantee success. Which is a main point of the game.
You can bring one c2 in addition to all the other stuff.

The point of the game is to use resources intelligently as they are finite, for tiny maps they are effectively infinite.
Last edited by 76561197988918266; Aug 13, 2022 @ 3:39pm
Bones Aug 13, 2022 @ 3:50pm 
Small maps in this game are way to easy
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Date Posted: Aug 13, 2022 @ 6:30am
Posts: 41