Original Post — Direct link
Hi all , last night i spent quite some time roaming around the Oregon rework and i noticed something that i think most people dont and that is why they dont understand why this reworks are 100% made for pro league and kill any "natural" feeling the map had before.

all stair railings like the one you could peek into the main door from armory or when going down to basement are gone ,all turned into walls you have to go around to peek, any decoration you could peek through like a shelfs on basement , bunks on the 1st floor , all gone too , everything is a box or a hard angle you have to go around to peek...

this is why we call this reworks turning the map into a giant cube , nothing feels like a real place anymore , it all looks and feels the same , people cheer when they see the rework because its new , and people crave new stuff , but when the dust settles this is what is left a, another giant cube with no cheeky spots or any resemblance to what a bulding could actualy be in real life.

i like new also ,and i liked what they did with the layout , but turning the map into a solid minecraft scenario , that i dont like , and its the same story for all other reworks.

im already crying when i think about house...


BTW - the time i spent on oregon i spent opening it up , heres the result in case you want to see it , you can also see what im talking about above.
over 4 years ago - UbiMorning - Direct link
Thanks everyone for sharing their input on the Oregon rework.
all stair railings like the one you could peek into the main door from armory or when going down to basement are gone ,all turned into walls you have to go around to peek,
Personally, especially in the case of Basement, I feel this was a positive change as there was a fairly unbalanced angle on the stairs. The wall provides a more balanced chance for either side to peek.

another giant cube with no cheeky spots or any resemblance to what a bulding could actualy be in real life.
I still think people need to run more tests with the rework to discover new spots. Although, to say that it doesn't look like an IRL building doesn't make sense, nor does the building have to technically resemble a "real building".

Yeah, I think the term "balance" shouldn't really apply to maps at all. Operators should be balanced, yes. But maps? No. Why? Because buildings/structures in real life aren't built with tactical special ops in mind. They inherently have strengths/weaknesses by design (because they are designed for home/business functions, not special ops warfare), and it's up to the special ops teams to either use those points to their advantage, or find a way to minimize impacts.
I completely understand where you are coming from in a realistic perspective, but that falls outside of Siege's universe. Balancing is supposed to help create a more balanced experience for everyone involved.

Trying to figure out the right angles to attack, come up with a breach plan for your whole team or smaller teams, how to funnel enemies into chokepoints, etc. are all part of the fun for tactical gameplay (or at least they used to be, until maps started getting monkeyed with and turned into cubicle stacks with entry points everywhere)...which has been long forgotten in favor of making sure every player and every playstyle can move anywhere they want, at any time
You can balance a map and have it still be tactical. Making it fair for both sides to have a chance does not remove the ability to be tatical.

It's amazing how Tower is one of the most hated by community map, but I still want applauding designers for its vibe. All those details, sounds, unique rooms becoming a whole set. It looks like just an hour ago there was life, people were intertaining there and having their business. New Kanal and Oregon look like a team of maids just made a wet cleaning and put furniture aside to make more space. It lacks only a sign "We removed everything that could distract you. Enjoy your trainings".
I don't really get that feeling with new Kanal, but I can see how you'd feel this way. Would you say that it has removed the personality of these maps?

Yet another question bothers me. That was a Hereford base that devs intentionally moved out of all map pools because of a rework intentions. And now we have an Oregon rework, just from a nowhere. Wtf?
Could you clarify what you are referring to? I'm not sure I understand.
over 4 years ago - UbiYubble - Direct link
Originally Posted by Slyrr7
All this could be solved in an instant by UBI. All they would have to do is re-enable all of the original maps as a drop-down in "Multiplayer Settings" for Casual. Just one little box: "Classic Maps Only" with "On" or "Off"
I totally understand wanting to have the classic version of a map like House, Hereford, and Oregon in the game, we all have our favorites and having things change when you're already comfortable can be extremely frustrating. Unfortunately, it's not as simple as creating an option in the settings to enable/disable Classic maps. Having the new and original designs of a map would require the devs to create two separate builds of the game and two separate queues for players who want either map and both of which are not easy to implement.

The devs knew reworking Oregon would cause a bit of backlash because it's such a beloved map. During the Six Invitational, they mentioned maps have started to feel stale and how the community has nailed down a way to attack the map, which led to it being reworked so it can be freshened up and fit better within the current meta. Have you had a chance to play on the newer version? They did their best to maintain the essence and feel of the original.