No better opener than “what’s the deal with…”, but I’m asking about the (lack of) vertical gameplay in Gears multiplayer. In my perception, there are very few maps where there’s even potential of an exploitable height advantage.
It’s gnawed at me to the point that it almost feels like there must be engine limitations-- like we’re back in Wolfenstein/Doom 2.5D engines where you can’t have parts of the world on top of others. And I don’t just mean in the Escape tile map editor, where it’s somewhat understandable.
Clearly there are some exceptions, like River’s bridge, or how Forge’s control panel is above a nook. But ‘overlaps’-- or really any kind of serious height differentials, even if not overlapping-- don’t seem common. Or tested well… in Horde I’ve been inside Dawn’s center tower and a Matriarch outside in front B.S. grabbed me through the walls/floor, and of course there’s the omnipresent melee/chainsaw bugs on stairs.
I’m not suggesting Gears should get a jump button (let alone rocket jumping, grappling hooks, wing suits, etc.) or change its style/design choices to be other franchises, I’m just wondering aloud why everything seemingly ended up being fairly flat? A half-flight of stairs up here, a few steps down there. (Not counting the GoW 1/3 map made almost entirely of stairs, ‘Escalation’.)
Yes, care has to be taken by map creators regarding architecture/flow such that high/low locations with a tactical advantage are balanced for gravity-impacted and/or “vertical” weapons like the Digger & Dropshot, for sniper sightlines, etc., but balancing isn’t unique to verticality. It just seemed like “3D” is a missed opportunity for additional gameplay depth (pun intended) as I’ve debated Nomad’s “Rain Down” card & Tactician’s Resupply dome’s height, gotten annoyed when I’m prevented from looking up vertically enough to get a shot at an overhead Kestrel or Wakaatu (are my Gear’s neck muscles that 'roided out?), and cursed having only like 5 double-height Escape tiles in the editor (solution? delete ALL your tiles without warning, of course!).
Do Versus people routinely do anything tactically clever with, say, the various stairs in Regency? Or Nexus? Non-novelty plays with the Clocktower “grenade hole”?
Any Horde map strats that aren’t just a function of “height” usually being synonymous with “arbitrary impassable wall/chokepoint”?
My questions here kind of grew out of a different “missed MP map opportunities” thread, where one example I’d have loved to have seen was a map involving the UIR rocket hanger. During the campaign flow, I liked its change of style to the interior, but still massive, environment with long, vertical sightlines and the UIR Soviet-esque “boring” yet distinct aesthetic. I think it potentially could have been fun to fight in & over the covered “bunkers”, corner lift/elevator towers, high crossing catwalks, etc. here:
Or other examples I had of symmetric “bases”, if there were additional multi-level bridge lanes and sightline blockers (must preserve the sacrosanct gnasher play for Versus folks!). But I’ve seen posts on leveraging campaign locations in old threads (e.g., here and here) so it didn’t make sense to rehash that overall aspect much.
Instead I’m focusing on trying to uncover what’s behind the Flat Sera conspiracy. Is it just because verticality isn’t immediately conducive to PvP gnashers and wallbouncing?