You can blame art school majors with big egos that think the look of a level is the only thing that matters in a game. In modern game development a lot of level design duties fall to pink-haired nose-ringed level artists (these are different things) and actual level designers (people that focus on gameplay and variety rather than "artistic merit") are becoming more and more rare. So when the well of creativity runs dry with these artists they decide 5 maps is enough, and even if some budding level designer makes a map it won't get anywhere near the game until an artist has spent 4 months meticulously adding gravel and wood chippings to rape your framerate.imagine releasing a game with 5 maps and then almost never adding more
oh wait thats every multiplayer game now trololololo
all that effort and yet older games are still more visually appealing and memorable, on top of being well designedYou can blame art school majors with big egos that think the look of a level is the only thing that matters in a game. In modern game development a lot of level design duties fall to pink-haired nose-ringed level artists (these are different things) and actual level designers (people that focus on gameplay and variety rather than "artistic merit") are becoming more and more rare. So when the well of creativity runs dry with these artists they decide 5 maps is enough, and even if some budding level designer makes a map it won't get anywhere near the game until an artist has spent 4 months meticulously adding gravel and wood chippings to rape your framerate.imagine releasing a game with 5 maps and then almost never adding more
oh wait thats every multiplayer game now trololololo
You can blame art school majors with big egos that think the look of a level is the only thing that matters in a game. In modern game development a lot of level design duties fall to pink-haired nose-ringed level artists (these are different things) and actual level designers (people that focus on gameplay and variety rather than "artistic merit") are becoming more and more rare. So when the well of creativity runs dry with these artists they decide 5 maps is enough, and even if some budding level designer makes a map it won't get anywhere near the game until an artist has spent 4 months meticulously adding gravel and wood chippings to rape your framerate.imagine releasing a game with 5 maps and then almost never adding more
oh wait thats every multiplayer game now trololololo
Are you actually so fucking retarded that you think that the art pipeline for new maps in modern AAA games isn't extremely cucked and slowed down by the extreme autism of any given "Lead Artist" or level decorator. Back in the day when you could make maps out of squares and cubes this was not the case. The fact of the matter is that Level Designer as a position in the majority of game development studios has gone from a gameplay design position to a Level Artist position and most "level designers" in AAA studios are actually just 3D artists 1st, level artists 2nd and level designers dead last. Levels in modern games are made from an artistic standpoint first and foremost, gameplay design of a level comes dead last and the only reason why QC has any maps at all that aren't all dogshit is because a lot of them are ports of older games' maps. The biggest issue of all is that artist autism demands that almost every single map in AAA multiplayer games have to look different, have a different artistic direction and absolutely no assets can be re-used aside from the most basic materials/textures.me make cuck shitpost
5 maps is fucking boring. if im going to play for hundreds of hours, i want at least 50. it's fine to have popular maps, but i want other stuff in between. else it's just dust2/crossfire/deck16/2fort 24/7. BOARING!!!QC and CS/OW are VERY different cases. QC is a cheap botched job like SB has said, end of story. Sure artists might be bad but they are so far on the blame pole is not even worth discussing.
Also MP shooters don't really need that many maps, just good ones. 4-5 good maps for each mode are more than enough to get the ball rolling. Number wise QC had plenty for duel and small dm/tdm.
games shouldn't be made for profags who need to ‘learn’ and only ever play five maps. quake 3 and unreal tournament had a bunch and were far better for it. let people choose which five maps they like best.The map is part of the gameplay, you can't learn properly a miriad of maps. You start with a small number, then add and replace some.
And for solid games, art is not the bottleneck for sure. Most time is spent playtesting it. (solid games, not QC)
There's nothing solid about the gameplay. It's also confirmed dead.I'm sure the 10 remaining players are thrilledGame is as dead as a doornail.
Population doesn't matter as much as people think it does
Of course not. If you can't be bothered to succinctly state whatever point you think the video makes, I certainly won't bother to watch it. And if you can do that, you don't really need the video.Did you even watch the video?