I like it that a thief can have serveral ways out of any given area, but the roof nonsense on maps like DE and the wall exit on Nostalgia are lame, IMHO.
On serveral of these maps theives can get to areas that a guard simply cannot go and they can run from one end of the map to the other.
That makes it impossible to set up a meaningful defense. Esentially, some of these maps have an entire "level" with access to the entire map that is completely in the dark and often cannot be reached by guards at all.
Some roof activity is fine, but when a thief can hop up onto a wall and run all the way around Theatre it provides him with a means of escape that takes him from the Theatre grounds all the way to the exit in darkness and totally out of reach of the guards. Makes for a predictable game that way.
On serveral of these maps theives can get to areas that a guard simply cannot go and they can run from one end of the map to the other.
That makes it impossible to set up a meaningful defense. Esentially, some of these maps have an entire "level" with access to the entire map that is completely in the dark and often cannot be reached by guards at all.
Some roof activity is fine, but when a thief can hop up onto a wall and run all the way around Theatre it provides him with a means of escape that takes him from the Theatre grounds all the way to the exit in darkness and totally out of reach of the guards. Makes for a predictable game that way.
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