QUAKE CHAMPIONS: TOTALLY UNPLAYABLE MAPS

I think we has another problem for duel players.

In Quake 4 we have Monsoon, Frantic. Absolutely promode style bullshit.

Why?

-Very small (gameplay simplification)
-only 3 powerups(gameplay simplification)
-You can hear everything on map(gameplay simplification)

Same problem but her another side in Quake Champions

-Big maps (gameplay crash)
-Wide areas(gameplay simplification + crash)
-No corridors(gameplay simplification + crash)
-Symmetry (gameplay simplification)

If you play on wide open areas - you cant hide yourself. So corridors + arcs(short corridors, doors) = your shield, like 90* angles when you strafe and shoot. You not die with small HP, you can hide yourself and go for powerups. It makes gameplay more complex and intresting.

We has nice example of VALID MAPS in Quake Live

BloodRun
LostWorld
FuriousHeights
Elder
Sinister
Dilirium
BattleForged

Most of it has same formula CORRIDORS+ROOMS+4 powerups+ VALID PROPORTIONS(rooms, corridors)

When new game came up. There many new maps. But they will be not valid, because mappers not understand duel gameplay. They make nice textures, shadows, lights, but very wrong map scheme!

What happens if all new maps = shit? It will be totally unplayable game! Every duel player will barf farther than he can see.. May be 1 map was playable from 20. And what then?


Right decision to make all our DUEL maps remakes in QUAKE CHAMPIONS. It will be easy to understand new game and compare gameplays for players. This maps already playable. this also time economy for developers + resources