As we all know, Warzone is a big mode that features massive 12 vs 12 player battles with AI enemies thrown into the mix as well. To support such a chaotic mode, enormous maps must be crafted and used as the battleground.
These maps should provide players with many options and routes to take to reach their destinations. Vehicles must be able to traverse the landscape relatively safely with plenty of space to maneuver and infantry should have even more routes to take than vehicles! AI enemies should spawn in areas that encourages players to fight over. You should almost never see any AI enemy from across the map or from any extremely long distances. The middle base in the map should always be very important and contested throughout the game but never should be there as an obstacle that players can never go around in any meaningful way. Unfortunately, there are 2 maps that break these rules and suffer greatly for it.
March on Stormbreak and Raid on Apex 7.
These two maps are really bad for making the middle base an enormous obstacle that is nearly impossible for players to move around when the enemy team holds it. If someone holds the Spire, your movement options are severely limited. Same goes for the Fortress on Stormbreak. When you compare the middle base setup to Escape from A.R.C and Battle of Noctus, it’s very clear to see what I’m talking about. The middle bases are just way too “in your face” as soon as you leave your armory. The map doesn’t feel open, it feels blocked off and restricted. Vehicles such as tanks have an incredibly tough time on these 2 maps because they have hardly any space to maneuver around in and infantry can easily pop out for some boarding action. Driving a Scorpion around on Stormbreak/Apex 7 is a truly claustrophobic experience. That simply isn’t an issue on maps like Escape from A.R.C and Battle of Noctus.
Another offense that these 2 maps have made is the boss placements. The Banshee on Stormbreak is completely exposed to both sides of the map and nearly impossible to lock down. It’s anyone’s kill. Tankmaster Rok and Captain Hestro are the same thing. It’s just too easy to sit back and wait for the last shot. Not all of the AI are in bad spots, but those select few are and they can often turn the tide of a game.
To summarize:
Warzone maps should be designed more like A.R.C/Noctus and less like the other two. Maps in the biggest multiplayer mode to date should NEVER feel claustrophobic and unfair. Players should be encouraged to explore the open terrain and learn the ins and outs of the battlefield. Vehicles should dominate outside while the infantry reigns supreme in the buildings and other areas. Noctus is a perfect example of this. The middle base should be important but never an impassable roadblock once the other team captures it.