Why is Chongqing so cramped?

I still find stuff out about Berlin

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been waiting for someone to say this, like I keep comparing Miami and Chongqing in my mind and Chongqing has a quarter of a quarter of what Miami has. Every map in Hitman 3 has nowhere near the amount in other games. It is the most disappointing game in WoA by a long shot, they should have released it a year later. + The lack of content killed this fandom imo

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Why are you comparing Miami to Chongqing? Those are maps that are so different in what theyre trying to achieve its so strange

Does it have less than Blood Money? Absolution? Contracts? Youre comparing a game made by an independent studio to a game partially funded by a million dollar giant of the industry. Of course Hitman 3 isnt going to have as much “content” as 2, but the point of judging a game is on its own merits does it do replayability well. Whittleton Creek and New York dont have as much content as Sapienza but are they good levels on their own? Do they provide replayability? The answer is yes

Like how did it kill the fandom when its the most successful game in the franchise plus its funded a new map and new game mode a year later? How would delaying a game by a year change the fundamental level design that had been finalized since at the very least the start of 2020 and also how does a fandom get killed when we’re still discussing if a game thats been touted as one of the best stealth games of all time is good enough for us? Hitman 3 being disappointing has been part of the discourse since it came out but as much as I have criticized it and viewed it as the weakest entry of the series, I also view my disagreements with it as fundamental flaws like the linearity of the storyline railroading, the lack of innovation and the marketing not letting us know much about the content of the game’s level pool. People have no sense of scale and judge Hitman 3 like it could ever in the world it was developed in have been on the same level as the previous two in an objective sense of size and scope. Thats like judging Blood Money for not having levels as big as 2016 it’s not about size or amount of achievements it’s about how non-linear and well designed they are. You can have small maps like Haven that are good or small maps that are bad like Dartmoor, big maps that are good like Miami and big maps that are bad like Sgail, but as sandboxes the amount of time you spend on them is how enjoyable they are as sandboxes which is a combination of the routes of NPCs, the placement of alternate ways of traversing and how well the level design synergizes with the tools and mechanics. Its why A New Life and A Vintage Year are still iconic, whereas Kirov Park Meeting and Bjarakov Bomb arent despite being bigger

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The biggest map in area is the tutorial map of Hitman 3 - New Zealand. Like most things, quality over quantity.

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Chongqing = bad
Miami = good

its really just my opinion but I love bigger maps, I get why you wouldn’t, I completely understand where you come from tho

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Yea but Dubai good and Colombia bad. It doesnt make sense to compare apples to oranges

But surely you love when maps are good moreso when theyre big

Nah Colombia good…

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How is Isle of Sgail bad? :thinking: In my opinion, it’s top-tier. Amazing setting. The eerie atmosphere. Unique kills. The only complaint I heard about Isle of Sgail is that SOSA is hard because the targets are difficult to isolate. It’s an intimidating map but I like how challenging it is.

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Jorge Franco is one of the worst targets ever and the village is completely underutilized

Two of the worst targets ever and an overly vertical map with little to no social stealth

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The only map in Hitman 2 with little to no social stealth is Nightcall, and it’s awesome for it.

We need more occasional non-social stealth, pure black ops stealth missions like Nightcall.

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Hawkes Bay is good but its mostly running from field to field. Dartmoor also has little social stealth but experimenting doesnt make up for the flaws in the level design

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Hawke’s Bay does this perfectly. It’s grown on me like fine wine.

The crucial point is giving you the breathing space to plot out your moves. It doesn’t feel claustrophobic like Colorado. 47 can navigate the level suit only as a true master assassin.

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There was anticipation of a representative city in China, cramped in lockdown due to a the viral infection spread from the Patient Zero campaign.

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Has Chongqing been improved at all by Freelancer IYO?

  • posted response to your question in Freelancer - General Discussion -
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Playing the Splitter and then playing more of Chongqing in Freelancer has made me realize how much potential this location has that the ET has realize a bit of. The Facility feels so good to get around in The Splitter, the vents are more utilized in this mission as a way to infiltrate and there’s more unique content in the form of kills and setpieces rather than the whole thing feeling a bit samey plus the doors relevant to the ET automatically open bypassing the gimmick for the most part. The only downgrade is one less method of going downwards but that’s not a sacrifice imo when they added essentially a whole new room by cutting that out

I hope we get more stuff like this in future ETs and content drops, especially if they can be backported into Freelancer. I think a streets mission with this level of care could be brilliant. Like a lot of the Trilogy’s weaker levels I dont think Chongqing’s base level design is bad, just unfinished. I do wish we got a bit more content and playable space in the streets, but I think my problem with the streets is that there’s the bare minimum of ways to get around but with how much ground there is to cover it comes off a bit of a chore to get around

What prompted me to think of this is I was doing a Chongqing Freelancer TT mission and the targets were actually very spread out in a way that in any other map would be perfect for Freelancer: there was one that starts outside but then transitions into the facility, one in the Block, one behind the laundromat and one in the resturaunt. These are great target placements for any other location as a sniper like me, but because Chongqing just has very anti-Sniper level design I couldnt get any good angles for long-range sniping and thus I had to walk to every target and because the level design isnt the best I’m not taking excitingly quick routes. I think this could’ve been a very fun mission if the level design was worked on more, despite being small having more sniping potential and having more ways to get around could make it one of the densest and most dynamic maps because vertically it does a lot of interesting stuff. The Facility has this strange design that kind of works and it connects well to the Block which despite lacking routes I think kind of embodies a mood and challenge that could work well

I still kind of am annoyed at the trailers ofc. that the Block is just one apartment building, when the climbing could have been so intense if you had to go back and forth while avoiding the gaze of gangsters on both ends. Again that’s a fundamental problem that cant be fixed, that’s something to keep in mind for making maps in a sequel, but the block can certainly be made more interesting given the same treatment the Splitter gave to redeem the Facility

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I still would love to see a Chinese New Year seasonal event in Chongqing, showing the streets actually crowded and utilizing the buildings better.

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Seeing as the New Year decorations were added to Freelancer and are apparently newly developed content (at least were not part of the original seasonal content teased or I believe in the files til now) it’s not out of the realms of possibility that we might see something like this :crossed_fingers:

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yea thatd be great imo, make the streets more lively and add fireworks

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