Problems and Changes needed in Warzone Map wise.

So In Warzone I noticed a lot of the Maps have issues in them. Feel free to post your own Ideas on fixes in Map design or correct mine and sorry for the wordy post tried my best to segment it.

  • Huge sight lines with little to no cover This gives CQC players a huge disadvantage as Warzone is focusing on mid to long range combat giving any close quarter players a disadvantage unless they are lucky enough to get into a base and even then have to deal with grenade spamming through the 2 doors and ramp. Aside from CQC this also screws with the spawning mechanic as the game tries to put you in a safe area or close to your next point of interest it wont detect a player with a sniper aiming right at the spawn area to prevent you from spawning there or even change it if you die in that spot multiple times in succession.
    There needs to be more cover zones for players to duck behind while being crossed maped by a BR or assaulted by a tank in certain areas for a safe path but it will take the player longer to get near objective sights and leave the normal avenues the same to have a risk reward sort of sense to it.

  • The bosses (legendary) spawn in one location in Arc and Have 2 in the other ones Now yes the middle is suppose to give the team that controls it a huge advantage but not one so huge it prevents comebacks this is mostly an issue on ARC and Snowbreak. In all honesty the legendary bosses are a flawed concept in general in its current state some are ridiculously easy (Looking at you Wamik) and some you work so hard for just to have a guy with a BR land a hit across the map when you and 6 guys are wailing into them defeating the purpose of the fight you just did.
    A good way to solve this would be to make arenas for the legendary boss fights that take place in a isolated part of the map that you can only access through the Home base like a teleporter with limited times a player can enter like 3 or something and if both teams fail to kill the boss before they run out of attempts or run out of time to kill said boss it starts the cycle for the next boss locking off the arena and either killing all players in the arena or force teleporting them back at home base. Make the bosses that spawn in the existing area normal bosses or heroic giving 40 points instead of the normal 25 but at a difficulty like the wraiths or hunters as to still provide a advantage to middle for controlling it.

  • No walk pathsWhat I mean by this is that there is no where safe from vehicles you can go anywhere you can go a vehicle can always get there as well, be it through its weapon or the vehicle it self. this is a huge issue late game as once everyone has a vehicle it really forces you to use one or be good enough to take them out with your power weapons or spartan abilities. If your at the point of the game where your only spawn is Home base you can be camped out and be prevented from leaving the base to cap points because the only way to go is through the ENTIRE enemy team to even have a slim chance of going to one of the armories or the middle point.
    There needs to be paths that only players can traverse like bridges linking key areas of the map together preferable above the normal combat zones to provide more vertical play especially with our spartan abilities to add more map awareness and coverage so players have to spread out more and can’t funnel into 3 doors and shut down an area.

  • The capture areas need a reason to own aside from spawning purposesSo this is pretty much the case with our zones we get 3-7 marines depending on it being an armory or middle zone and you don’t get a good foothold on that zone so 1 palyer could literally take it over in 20 secs with little to no resistance if there are no players guarding.
    So yeah that’s not a huge issue but bases need to be more like actual bases with turrets and door shields similar to Dominion but give basic turrets with machine guns that take 5 seconds to kill a player and projectile shields on the doors so that players need to leave the base or enter to engage of course they can be broken for some time so players don’t camp the doors with a CQC weapon. The home base need long range turrets that can hit enemies from the closest armory but can be destroyed once base is vulnerable and comeback once the defenses return.

  • Arc

  • Garage needs balconies added to the upstairs portions with minimal cover so that players can still snip from there but can’t use the door as a way to hide with no risk. (added with the shield doors so it can be safe but not used to fight.) - open the door between both home bases and 1 traditional entrance to the tunnels on each side by home bases to help give more options to advance when core exposed. - 1 path to garage roof on armory side so players who don’t own garage don’t have to run past the enemy spawn for a chance to barge in from the ceiling. - Needs a sky walk that runs through out the top portion of the map with multiple entry points at each base and with a couple of extras so there is another combat area for players to use.

  • Snowbreak

  • A bridge connecting armory boss spawn locations to the fortress legendary spawn (Wamik) - An additional entry on each side of fortress near where the vehicles would spawn (Not huge but small enough for a player to walk through.)

  • Apex 7

  • Bridges along the mountains for additional paths and opportunities on bosses and players - Some additional cover on the beach sides like destroyed vehicles or some forerunner architecture - Expand Spires capture zone to the inside so players have to see it as a guard able spot then a spot to funnel grenades into.

> 2533274828252804;1:
> So In Warzone I noticed a lot of the Maps have issues in them. Feel free to post your own Ideas on fixes in Map design or correct mine and sorry for the wordy post tried my best to segment it.
>
> - Huge sight lines with little to no cover
> This gives CQC players a huge disadvantage as Warzone is focusing on mid to long range combat giving any close quarter players a disadvantage unless they are lucky enough to get into a base and even then have to deal with grenade spamming through the 2 doors and ramp. Aside from CQC this also screws with the spawning mechanic as the game tries to put you in a safe area or close to your next point of interest it wont detect a player with a sniper aiming right at the spawn area to prevent you from spawning there or even change it if you die in that spot multiple times in succession.
> There needs to be more cover zones for players to duck behind while being crossed maped by a BR or assaulted by a tank in certain areas for a safe path but it will take the player longer to get near objective sights and leave the normal avenues the same to have a risk reward sort of sense to it.
>
> - The bosses (legendary) spawn in one location in Arc and Have 2 in the other ones
> Now yes the middle is suppose to give the team that controls it a huge advantage but not one so huge it prevents comebacks this is mostly an issue on ARC and Snowbreak. In all honesty the legendary bosses are a flawed concept in general in its current state some are ridiculously easy (Looking at you Wamik) and some you work so hard for just to have a guy with a BR land a hit across the map when you and 6 guys are wailing into them defeating the purpose of the fight you just did.
> A good way to solve this would be to make arenas for the legendary boss fights that take place in a isolated part of the map that you can only access through the Home base like a teleporter with limited times a player can enter like 3 or something and if both teams fail to kill the boss before they run out of attempts or run out of time to kill said boss it starts the cycle for the next boss locking off the arena and either killing all players in the arena or force teleporting them back at home base. Make the bosses that spawn in the existing area normal bosses or heroic giving 40 points instead of the normal 25 but at a difficulty like the wraiths or hunters as to still provide a advantage to middle for controlling it.
>
> - No walk paths
> What I mean by this is that there is no where safe from vehicles you can go anywhere you can go a vehicle can always get there as well, be it through its weapon or the vehicle it self. this is a huge issue late game as once everyone has a vehicle it really forces you to use one or be good enough to take them out with your power weapons or spartan abilities. If your at the point of the game where your only spawn is Home base you can be camped out and be prevented from leaving the base to cap points because the only way to go is through the ENTIRE enemy team to even have a slim chance of going to one of the armories or the middle point.
> There needs to be paths that only players can traverse like bridges linking key areas of the map together preferable above the normal combat zones to provide more vertical play especially with our spartan abilities to add more map awareness and coverage so players have to spread out more and can’t funnel into 3 doors and shut down an area.
>
> - The capture areas need a reason to own aside from spawning purposes
> So this is pretty much the case with our zones we get 3-7 marines depending on it being an armory or middle zone and you don’t get a good foothold on that zone so 1 palyer could literally take it over in 20 secs with little to no resistance if there are no players guarding.
> So yeah that’s not a huge issue but bases need to be more like actual bases with turrets and door shields similar to Dominion but give basic turrets with machine guns that take 5 seconds to kill a player and projectile shields on the doors so that players need to leave the base or enter to engage of course they can be broken for some time so players don’t camp the doors with a CQC weapon. The home base need long range turrets that can hit enemies from the closest armory but can be destroyed once base is vulnerable and comeback once the defenses return.
>
> - Arc
>
> - Garage needs balconies added to the upstairs portions with minimal cover so that players can still snip from there but can’t use the door as a way to hide with no risk. (added with the shield doors so it can be safe but not used to fight.)
> - open the door between both home bases and 1 traditional entrance to the tunnels on each side by home bases to help give more options to advance when core exposed.
> - 1 path to garage roof on armory side so players who don’t own garage don’t have to run past the enemy spawn for a chance to barge in from the ceiling.
> - Needs a sky walk that runs through out the top portion of the map with multiple entry points at each base and with a couple of extras so there is another combat area for players to use.
>
> - Snowbreak
>
> - A bridge connecting armory boss spawn locations to the fortress legendary spawn (Wamik)
> - An additional entry on each side of fortress near where the vehicles would spawn (Not huge but small enough for a player to walk through.)
>
> - Apex 7
>
> - Bridges along the mountains for additional paths and opportunities on bosses and players
> - Some additional cover on the beach sides like destroyed vehicles or some forerunner architecture
> - Expand Spires capture zone to the inside so players have to see it as a guard able spot then a spot to funnel grenades into.

AND THEY NEED TO ADD MORE -Yoink!- MAPS