Forum:The Combat Arms Improvement Project/Article 1: Maps



Welcome to the first article of the Combat Arms Improvement Project! For those of you who don’t know, this is a new series I am starting aimed at providing suggestions for criticized areas of the game. Each post will be dedicated to a specific area and will be packed with information explaining an issue and methods on how it can be improved. Please feel free to share your thoughts and suggestions whether you agree with these changes or not. Combat Arms is still a good game amongst all the complaints and problems, but no game is perfect. Hopefully by providing better community input Nexon will notice and attempt to do the same for us.



Since its release in 2008, Combat Arms has changed dramatically in all aspects. One of the biggest, and probably most dynamic, improvements we have seen over the years is the ever expanding map pool. The map pool on Combat Arms is huge to say the least. It does not matter how you choose to play because there will always be a map that fits your needs. On top of matching every player’s style, just about every map boasts its own unique look. From snow to deserts, jungles to cities, and warehouses to nuclear facilities; Combat Arms literally has it all.

Unlike some person shooters, the spawn positions in Elimination and other game modes do not change. This can create as situation called spawn camping. Spawn camping occurs when one team, generally much more skilled than the other, is able to kill the opposing team before they have a chance to leave their spawn location. To counteract this imbalance, each newly spawned player is given a few seconds of invincibility, also known as the spawn shield. However, this bonus is not always enough. In several maps, the time it takes to exit the spawn is longer than the spawn shield lasts. On top of this, the only way to exit your spawn point on several maps is through one or two tight choke points. Once the spawn camping begins on these maps it is often very difficult and very frustrating to break. This is not a fun situation for any player to be in, and maps like these are generally avoided.



The first map I would like to balance I consider the most imbalanced map in the entire game: Rattlesnake. Rattlesnake is a great looking map with some key design flaws. This map tends to be infamous for Bravo side domination, however, both sides are fully capable of spawn camping each other for the entire match. Bravo side has the same problems other maps do, but Alpha side can be a complete disaster at times.

 The only way players can exit Bravo spawn is through a large doorway (1). Once Alpha sneaks in from the garage door below or camps the box room on the right, Bravo side becomes stuck. The simplest way to fix this problem would be to open up the Bravo spawn point. Instead of having only one exit, a second exit points needs added in the same area as the current one. Move the current opening right a few meters (2), and place the second one closer to the left wall (4). In order to provide room for the second exit, the spawn space itself needs to be expanded (3). While a second doorway would be beneficial, I still do not believe that is enough. The spawn itself needs a set of stairs leading down to ground level (5). They will begin around this point and head downwards through the building adjacent to point five. The exit point will be an open doorway facing south on ground level (6). All these fixes together should provide Bravo with enough options to prevent severe spawn camping without giving them any shortcuts to other points on the map.

Alpha side on Rattlesnake is definitely one of the most imbalanced sides in the entire game. Not only is the spawn on lower ground, but there are only two very tight exit points, both of which can be easily covered by the enemy. The entirety of Alpha spawn needs to be raised to the same level as the open field in the map (1). Since everything is ground level, access to the building and stairs will be added in the back (2). The base level of the building should be doubled in size to provide additional cover and exit points (3). The new addition will look exactly like the current building flipped 180 degrees on its left side except with a flatter roof, no tower, and a window on the front instead of the side. The western mountain should be widened as well to make room for this new structure (4).

 To make the spawn less vulnerable to rushes and grenades its linear shape should be changed. The right corner of the spawn can be removed or at least blocked off so no player can spawn or access that area (5). To widen it, the fenced off area in the back of the base should be opened (6). The current size is not large enough so it should be at least double in size so players have more room to move. This location will still be on higher ground even after the entire spawn has been leveled out.