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Please Slant Six, make maps 8v8 or 16v16 ONLY! Detail is key. Not ...

Posted by ~Ray @ 2007-12-20 20:22:22


SOCOM U. S. Navy SEALs Fireteam Bravo (PSP™) SOCOM U. S. Navy SEALs Fireteam acclaim 2 (PSP™) I didn't like in S3 how they made 10 versions of one map. I conclude that the versions were rushed and completed with less thought and quality instead of working on a set version of the map with maybe 1 or 2 different ways to play it. For example in S3 you could compete a map in a small version large version. Supression. Demolition night day etc. There was 12 different versions for every map! IMO the small versions of pretty much every map in S3 were garbage rushed and simply lacked the attention to detail that the 8v8 maps in S2 had. Every single aspect of every single map in S2 was thought about and perfected. Every box every plant the size of buildlings the places random things were placed were there for a reason and could be used for a specific intend. Anyone who played Socom since S1 and S2 can relate to this. I really didn't get this feel in S3 at all. I liked learning every map and knowing how it is supposed to be played where I can camp what I can use to help me etc. Now. I accept having options on the maps is a good idea but I really feel that some maps should be just day and some just night. I think that some maps should have just one playing type and just be left as Demolition or Supression. What I really conclude is the most important thing is. SOME MAPS SHOULD BE LEFT FOR JUST 16 PLAYERS AND SOME SHOULD BE FOR JUST 32. Make some maps for the oldschool 8v8 which a lot of us enjoyed and felt is the beat way to play Socom and then make some maps 16 v 16 and only 16 v 16.  One of my main reasons that I feel Socom went downhill after S2 was because S3 because too option oriented and not enough time was spent perfected every option they put in the game. Everything was too thrown at you and I didn't get the conclude that every part of every map in S3 had a cerebrate to be there or was thought about enough to become great classic Socom maps. 2. How the map was big but not too big to examine for a camper. I hated how in S3 you could go away a round out looking for a player and go a whole 10 minutes (if the go was that long) without finding a camper. The maps were just too big. 3. At the jumpwall how there were those boxes when you climb the stairs. You could use it to wait for an enemy. 6. That dumpster alllll the way down the left alley way from the terrorists cause. You could sit in crouch and check down both alley ways. Those are just a few examples of what.[ADVERTHERE]Related article:
http://boardsus.playstation.com/playstation/board/message?board.id=confrontation&message.id=19421#M19421


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