It seems to be that some RO maps are getting more linear.
I am going to use some examples, both from current and previous generation maps, and also compare remakes where I see it as applicable.
*Rostov in early 3 (or late 2, not sure) - All objectives could be capped in pretty much any order.
*Remade Rostov - Linear objectives, take one, open up the next, take that, open the last. A lot more linear than the first version.
*Ponyri in beta 2 - You could IIRC take any objective, and things were a lot more open. You spawned at the side of all the objectives, so you could go one way to the station, or the other to the trenches. There were 2 options, and the map overall was a lot wider (more flanking of the station).
*Ponyri from beta 3 and Basovka in RO:O - 3 objectives, linear progression through them, less flanking IMO (no super wide flank path down by the river)
*Berlin - 3 initial things you can cap, north, south and reich. There were multiple ways to attack, left, right, and 3 routes down the middle, and a variety of orders to cap the objectives.
*Konigsplatz - linear progress through the map, one after the other again pretty much. Map plays the same each time through IMO. One problem is that K-Platz is based on real life, while the mod map was more made up, which of course affects the layout, but surely the objectives could be more imaginatively done even within a realistic scope?
*Krasnyi - beta 3 you could cap anything, sneak round the back etc (not that realistic IMO)
*Retail - more linear than in the mod again, with a slight forced order.
Basovka and Kessel remain unchanged I think, though they have an almost identical objective layout which is also fairly linear IMO, though not as bad as some, as the ability to recap and 2 "forks" gives more variation.
I can't recall what the new Hedgehog is like in terms of objective routes, but the old one you could cap any of the 3 objectives at any time IIRC.
Jucha was good for variation, as it had a few different routes to objectives, and variation in cap orders. Racowice, while it has a lot of different areas to cap, still seems to play very linearly, because the peripheral objectives often seem to be ignored, so it's a focused attempt down the centre of the map in a linear progression through 3 objectives. I guess the best comparison would be Red God of War from the mod, which had a fair amount of variety in 3 initial spots to cap, which also forced play wide, and people actually went to the flanks, which they don't seem to do so much in Racowice.
My OPINION, and this is ONLY an opinion, is that many maps have become more linear, which is disappointing. Odessa is one of the few new maps which seems quite fun to play with lots of different routes and possibilities, and a slight variation in caps as there is no strict order.
Maybe it is just me though, but things certainly feel a lot more linear than the mod. Berlin even for the 200th time could still feel fresh, while Konigsplatz for the 10th time seems like the same old same old already.
(I have omitted most tank maps because I never took to them in the mod, and I have mostly avoided them in RO:O, so I couldn't give an even vaguely good attempt at saying how, in my opinion, they are)
I am going to use some examples, both from current and previous generation maps, and also compare remakes where I see it as applicable.
*Rostov in early 3 (or late 2, not sure) - All objectives could be capped in pretty much any order.
*Remade Rostov - Linear objectives, take one, open up the next, take that, open the last. A lot more linear than the first version.
*Ponyri in beta 2 - You could IIRC take any objective, and things were a lot more open. You spawned at the side of all the objectives, so you could go one way to the station, or the other to the trenches. There were 2 options, and the map overall was a lot wider (more flanking of the station).
*Ponyri from beta 3 and Basovka in RO:O - 3 objectives, linear progression through them, less flanking IMO (no super wide flank path down by the river)
*Berlin - 3 initial things you can cap, north, south and reich. There were multiple ways to attack, left, right, and 3 routes down the middle, and a variety of orders to cap the objectives.
*Konigsplatz - linear progress through the map, one after the other again pretty much. Map plays the same each time through IMO. One problem is that K-Platz is based on real life, while the mod map was more made up, which of course affects the layout, but surely the objectives could be more imaginatively done even within a realistic scope?
*Krasnyi - beta 3 you could cap anything, sneak round the back etc (not that realistic IMO)
*Retail - more linear than in the mod again, with a slight forced order.
Basovka and Kessel remain unchanged I think, though they have an almost identical objective layout which is also fairly linear IMO, though not as bad as some, as the ability to recap and 2 "forks" gives more variation.
I can't recall what the new Hedgehog is like in terms of objective routes, but the old one you could cap any of the 3 objectives at any time IIRC.
Jucha was good for variation, as it had a few different routes to objectives, and variation in cap orders. Racowice, while it has a lot of different areas to cap, still seems to play very linearly, because the peripheral objectives often seem to be ignored, so it's a focused attempt down the centre of the map in a linear progression through 3 objectives. I guess the best comparison would be Red God of War from the mod, which had a fair amount of variety in 3 initial spots to cap, which also forced play wide, and people actually went to the flanks, which they don't seem to do so much in Racowice.
My OPINION, and this is ONLY an opinion, is that many maps have become more linear, which is disappointing. Odessa is one of the few new maps which seems quite fun to play with lots of different routes and possibilities, and a slight variation in caps as there is no strict order.
Maybe it is just me though, but things certainly feel a lot more linear than the mod. Berlin even for the 200th time could still feel fresh, while Konigsplatz for the 10th time seems like the same old same old already.
(I have omitted most tank maps because I never took to them in the mod, and I have mostly avoided them in RO:O, so I couldn't give an even vaguely good attempt at saying how, in my opinion, they are)