Insurgency: Sandstorm

Insurgency: Sandstorm

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SimpleSiren Jul 10, 2019 @ 12:47pm
Bigger maps?
In Source version seems like more room. I feel so cramped in sandstorm. Is there plans to have some bigger maps not so much block to block but some fields etc?
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Showing 1-15 of 32 comments
par Jul 10, 2019 @ 2:36pm 
I wish they were smaller
SSIXS Jul 10, 2019 @ 3:06pm 
Originally posted by DigiPar:
I wish they were smaller

I disagree. The majority of the maps are already designed to be so cramped, like I'm playing COD, despite the overall larger size.
Mr RocknRoll Jul 10, 2019 @ 3:17pm 
I like the smaller maps too.
realdeal Jul 10, 2019 @ 3:42pm 
I prefer the big maps but who cares. Eventually we will be able to make our own and then we can make bigger or smaller maps.
SimpleSiren Jul 10, 2019 @ 7:30pm 
I just feel Cramped up all the time.
HARDGORE Jul 10, 2019 @ 7:54pm 
impossible! with that optimization wide open field will give you below 10frams per second! understand that they are not doing it it because they cant!
SimpleSiren Jul 10, 2019 @ 9:10pm 
Originally posted by HARDGORE:
impossible! with that optimization wide open field will give you below 10frams per second! understand that they are not doing it it because they cant!

Not true ARK same engine 1000s of dinos and 100 players and with no Bases 80-100 fps.
SSIXS Jul 10, 2019 @ 9:25pm 
Originally posted by SimpleSiren:
Not true ARK same engine 1000s of dinos and 100 players and with no Bases 80-100 fps.

I believe Hardgore is talking more about the limited capabilities/experience of NWI, rather than the capabilities of UE4 itself.
SimpleSiren Jul 10, 2019 @ 9:33pm 
Originally posted by SSIXS:
Originally posted by SimpleSiren:
Not true ARK same engine 1000s of dinos and 100 players and with no Bases 80-100 fps.

I believe Hardgore is talking more about the limited capabilities/experience of NWI, rather than the capabilities of UE4 itself.

Ahh makes more sense
Casual Sun Jul 10, 2019 @ 9:39pm 
You're kidding right? The maps in Sandstorm are way larger, but they are also more open and have longer lines of sight which means you can get shot from further away in a lot of places from unsuspecting angles.

It is probably the above coupled with objective layout and the wave respawn system which rewards playing fast. Unless your entire team is on the same page, you're better off playing fast and getting the next respawn wave if you die. If you go too slowly, you will just miss all the respawn waves a.k.a. chances to go do something/win/gather information/get on an objective before the enemy. Insurgency is really not a slow game. It's running and gunning sprinkled with good angles while defending and knowing when to momentarily stop and anticipate people instead of running into them. The way all the game modes work precludes usage of the entire map. You're pretty much beelining it between objective and spawn or are flanking the most used paths, even on large maps.

Sandstorm severely needs smaller maps imo.

If you haven't gotten it by now, the wave respawn system works worse with bigger maps compared to small ones, because the team gets so spread out and dies at uneven rates more often than in small maps with better defined encounter points that everyone gets to at closer to the same time whether they rush or go slightly slower. If Sandstorm had even larger maps, the first 4 people to get picked off would trigger a respawn wave. What if nobody else dies because they are playing differently? Then an entire wave has been wasted just to spawn 4 people, but wait. Immediately after those 4 respawn, the slower players reach an encounter point and get killed. Now another respawn countdown timer is triggered almost immediately after one just finished. Now we've wasted another entire respawn for like 4 or 5 players. It's barely been 2 minutes into the round and a team is already down 2 waves. Then there is another player or two that died right after that 2nd respawn wave, and they must sit there for seemingly ever because the map is so huge that nobody is near anything and it'll be awhile before they finally crawl up to where anything is happening, die, and trigger another countdown. One of the worst offenders for this right now is Security push border crossing. A sniper in the rocks can pick off 2 or 3 guys right out of the base. If another 2 people die to someone else, that triggers a respawn wave. The attackers run out of waves so fast just getting out the gate, even if individually, one player's route is safe and allows them to push up and actually fight, just a few players dying out of spawn ruins the team's chances because it uses up all the waves.

In other words: wave system does not work well with large maps, at least not how it's currently implemented. DOI's way around this was invasion mode, which just featured more waves and shorter countdowns.
Last edited by Casual Sun; Jul 10, 2019 @ 9:43pm
Originally posted by SimpleSiren:
In Source version seems like more room. I feel so cramped in sandstorm. Is there plans to have some bigger maps not so much block to block but some fields etc?
Are you nuts? Source maps are tiny and folded to appear larger. SS maps are literally 15 times the size of the Source maps.
=BB= Pudfark Jul 10, 2019 @ 10:31pm 
Yup that ^^^^^^. :)
FeaR Jul 10, 2019 @ 11:40pm 
Maps on sandstorm are way bigger, but they are WAAAAAAAY more focused on CQB.
Most maps are just too closed. A lot of places to go, but too many buildings blocking your vision.
On old insurgency you can be really effective while sniping.

Whoo remember PANJ?
Wide open map, almost base to base unblocked vision.

Most of maps (or at least some part of then) are a bit too closed for me.
Dont know why is this, but i REALLY enjoy the old maps a lot more.
They are a bit more objective, like CS or Battlefileld.

Talking about BF... The maps are HUGE, but you can really explore then in wide open, closed quarters, and you normally doing it ``flowing`` into the game. Maps on new version have rooms that no one go. They are there totally pointless.
Paco Jul 10, 2019 @ 11:59pm 
Maps are already quite huge. Despite this tho there is a good balance of open space and close quarters. The last thing this game needs is maps that are way too wide open.
SimpleSiren Jul 11, 2019 @ 12:09am 
Something just seems off to me maybe its the getting used to Unreal over source.
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Date Posted: Jul 10, 2019 @ 12:47pm
Posts: 32