The Next Hitman Map (Poll)

I´m still surprised they spent Year 1 doing escalations rather than this…

Ok, big-ass Chongqing rant incoming, so for the sake of those who don´t want to read it or scroll like their life depends on it, I´ll just hide it:

Summary

My beef with Chongqing isn´t so much a matter of hate, but rather failed expectations and disappointment. I love WoA´s city maps, be it Sapienza, Marrakesh, or Mumbai (or even village ones like Santa Fortuna), and I was - like many others here - looking forward to one such map set in a neon-lit East Asian megacity. Bustling streets filled with atmosphere and plenty of indoor areas to explore, only this time set on a rainy night. And then the game released and Chongqing turned out to be not so much of a city map, but rather one massive ICA compound with a Chinese urban facade.

Where Sapienza, Marrakesh, or Mumbai make you feel like you´re really there, this one feels like it wouldn´t be much different if you renamed the location to almost anything else. There´s only a handful of streets and almost no accessible interior areas, and those that are there are essentially all linked to the ICA one way or another (be it the Block, the restaurant, the apartments or the laundromat) and not all that interesting. Even if the mission is set at 3 am, why not at least have a late-nigh-open bar in the neghbourhood with some patrons drinking (that lady that chats up 47, where exactly was she going to go drinking with her friend at that hour?) and playing mahjong in a back room gambling den, with some interesting mission story/opportunity within reach? (I elaborated on this last year in the Chongqing thread with my Heavenly Guard commando idea, but I´m not gonna repeat that here)

And mind you, this isn´t just me rambling about what I would´ve liked to see in the level based on my own personal preferences. Look how it was advertised/described in the locations reveal:

Under the flickering neon lights of busy cafes and amidst a flurry of small shops and food stands crammed into tight streets, Chongqing offers travellers a respite from the demands of everyday life. This megacity is a transportation hub with plenty of secrets off the beaten path.

If there ever was a misleading description, it´s this one. Cafes (bars)? None. Small shops? There´s two of them, the rest are nothing but facade. Food stands? Well, I know it´s 3 am, but still, there are none. And the fact that the place is a transportation hub? That went unutilized as well. There´s a rail station which is - surprise surprise - inaccessible and only serves as an entry/exit point separated from the main gameplay hub by a long-ass expository walkway (granted, the view is gorgeous, but loses it´s appeal once you know it has no other purpose - notice how H3 levels in general love using long-ass expository walkways?). The trains running through the neighbourhood are cool to look at, but have no gameplay utilization whatsoever (now compare that with the train in Mumbai). The same goes for the aerial tramways, but those at least got used in the deluxe escalation (now compare that with the cable car in Hokkaido). The map looks nice but feels shallow.

Now, I understand what they were going for with the empty streets and nighttime setting given the story context of the mission, and ok, it certainly subverted expectations and hits the sort of mood they had in mind, but I´m still unhappy it came at the expense of making the city part of the map interesting in terms of gameplay or mere exploration (the director´s commentary also mentions that the calm, serene vibe of the level was partially meant to contrast the crowded Berlin rave, so that´s one more reason for me to hate Berlin). It feels a bit like Marrakesh with the two targets holed up in fortresses on opposite sides and city streets in between. But where Marrakesh´s city streets were filled with life and interesting areas to explore and use (which were utilized even better in AHBoS), Chongqing has basically nothing. It is in dire need of a bonus mission that would be focused on that city section, and one that would preferably significantly repurpose the Block, as there are (unlike in the case of the other city maps) almost no interiors to work with (that is unless they can add them).

On another note, it´s ridiculous (especially since this is China we´re talking about) that none of the local residents find the overwhelming presence of conspicuously looking (and often visibly armed) foreigners suspicious or concerning, especially with drones buzzing around every night. If there was a fancy residence occupied by some recluse, then they would probably shrugg it off as private security (e.g. like all the Ether guards in Sapienza), but this isn´t the case.

Add to that the fact that the “special” kill opportunities here are as bland as ever (with the exception of Royce´s firing machine perhaps). The passage sniper kill is cool, but nothing special. Hush´s brain control experiment, while interesting, takes ages to go through, is anticlimactic in its execution, and doesn´t even require player input in the “resisting” phase. The antenna sabotage doesn´t lead to anything interesting. And out of the roughly three “unique” kill opportunities for each of the targets, two (passage sniper kill and poisoned rooms) are shared by both (the rooms are different though of course). I wish there was something more interesting in addition. The drones could´ve been utilized more than just as moving security sensors and target practice to lure Royce out of the facility. Hush´s Khandanyang background could´ve been exploited for an interesting side story involving an attempt to kill/kidnap him, or there could´ve been a smuggling angle related to his research.

Now, not to be all negative about the level, I do appreciate its qualities. The atmosphere can be great and visually it´s absolutely one of the most (if not the most) stunning locations in the trilogy. The music is fantastic and the level design and navigation are as great as ever (the rooftop traversal particularly shines in the deluxe escalation). And I might be one of the handful of people who actually prefer to do the core hack with 47, just because the exfiltration/evacuation sequence (and music) is utterly cool and makes the mission a lot more entertaining for me. It´s definitely a good map/level (there are no bad ones in this trilogy), but it´s still my greatest disappointment with H3, one that I have a hard time getting over and one that is only rivaled in my eyes by the absence of a helicopter explosion kill in Dubai (yes, I´m still sour about that!). The ICA facility itself is ok (though the dongle/camera system is clunky and I wish the guard disguise with mask was treated as a separate disguise from the normal one, or that there was an ICA assault team in that sequence), but the street level leaves a lot to be desired. Also, I’m not really a fan of the supposed cyberpunk vibe of the level. Cause I don´t really like cyberpunk…

Well, fuck, this got out of hand. Wasn´t planning on making it this long. Sorry…

In HB? Yeah, good point. For the non-default starting locations it´s something they should consider. Being forced into the boat exit every time feels weird.

Hmm, if all the sniper maps could be modified and converted into full-blown regular maps, that would certainly satisfy quite a few requests around here…

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I 100% agree. @MrButtons

The sniper maps should be made into proper levels. I remember someone on here being against it and wondering what the actual CHRIST was their major malfunction.

I don´t know who that someone was and what was their argument, though I imagine converting them might be a bigger issue/hassle than one might expect at first glance, given that they are probably built quite differently from regular maps? Still, would love to have them, or at least see some of their assets (e.g. models/disguises) used in proper missions (wait… am I actually advocating for reusing assets now?? :grimacing:).

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Anything for a new Hitman map haha Hantu Port, while seemingly a rather plain map; it’s all down to imagination regarding what you can do. Trapping a target in container and using a crane to drop them into the sea would be very satisfying. You could call the assassination challenge “A Drop in the Ocean” of course :stuck_out_tongue:

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I don’t know if I was the person MrButtons was thinking of or not, but you hit my point exactly. The sniper maps were not designed to be playable maps like the non-sniper ones were. It wouldn’t just be a matter of making them traversible.

Someone made a mod some time ago or used a camera mod to go down into the Himmelstein map as if they were in the map. It was…disappointing. There is no depth, no atmosphere, no decoration, no playability. It’s a shell with no functionality besides the one angle that the game assumes you’ll be viewing the map at.

I get the sense that a lot of people (not all, for sure) who suggest making the sniper maps into playable maps think that IOI can just flip a switch from “sniper” to “non-sniper” and that’s all that is needed. It would take probably the same amount of work to make one of the sniper maps into a real playable level as it would to just start from scratch.

Should IOI do that? I can’t say. Can they? For sure. Is it worth the amount of work it would actually take to make it usable? I doubt it, but I’m not IOI either. My take is there are probably better level designs than a map which was designed to look good from one specific angle.

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Also the rivalry between Thak and Kwai could be exploited, framing one or both as traitors and causing one to kill the other, or kill each other simultaneously. The map is already there IO give us some good times!! :frowning:

Maybe update the map so if Noo is alerted he can detonate these small explosive chips in the hostages’ collars, instead of having him sprint to them. Kwai could take his prosthetic eye out for cleaning, allowing you to plant one of these small explosive device inside it. Assassination challenge: “Evil Eye”

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Yeah but our point is to fix the maps up so they are explorable and interesting. Not just release them as is, that would be terrible.

Oh, definitely. There´s a lot of cool opportunities they could explore in a port setting. I was referring more to the sniper maps being made of different assets, with lots of “fake” and incomplete structures, and also using different NPC AI (I think - I really have no clue, someone familiar with the technical aspects of the game should probably elaborate :sweat_smile: ). Not to mention getting rid of the 15 min time limits and adjusting target routes accordingly.

Edit: @schatenjager has in the meantime posted exactly what I had in mind.

Yes, my “observations” were based precisely upon screens from that mod, though I haven´t tried it (yet).

Agreed. Now we just have to hope that those level designs materialize.

Obviously IO wouldn´t just do that, but like he mentions, the question is whether it´s worth the amount of work it would take to them.

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Oh indeed, there´s a lot of possible scenarios for such a mission. As long as one of them would involve blowing up Kwai´s helicopter when he´s escaping in it, I´d be happy :smirk:

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Great minds think alike haha I was going to mention that one next. “No Fly Zone” :stuck_out_tongue:

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Thank you for explaining what’s the deal with Chongqing. I… agree with you to some extent. It sort of confirms how developers overwhelmed themselves with the technological prowess rather than staying consistent in terms of mission content. They didn’t build the setting up enough, but should we blame them? I do’nt know. Chongqing does look stunning but at what cost, that’s the real question and you certainly explained why.

I agree that there are too much empty areas, the homeless section being one that annoys me a lot. I agree about the antenna sabotage section too, it leads to nothing except personalized killings which is fine i guess. The same goes for the rail station, it’s a direct reminder of Absolution! Something could have been done storywise, some cutscene or a mission leading to an awesome train kill - we all want it. Mumbai has an awesome one so why not here too?! It’s a general consensus that there are not enough story missions and not enough use of the whole location itself - most of the locations have that problem. It’s really a pity. The description is completely misleading indeed and that is shameful.

Maybe the ICA section is too big for what the player intends to do there. Lots of empty corridors and no real danger coming from npcs - the best example is how the cook gives us the code. I don’t feel the dongle/camera system is clunky, just repetitive and it becomes too easy to locate, secure and progress in the different sections. I’m convinced that the muffin in the pipe corridors is an indirect EE about Portal 2 :laughing:. I like the cyberpunk vibe though i’m absolutely not a fan of it either. Chongqing must be seen as an evolution of the chinese missions that run in the Hitman franchise. A daylight mission would be great.
Missed opportunities are plenty in this third installment. I wish for bonus missions as well. Chongqing surely deserves it.

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So much interesting ideas, but i think that a snowy level (for all the related clothing and gear) and an airport (that could also be used as a freelancer feature) are the best choices to conclude that trilogy like needed :+1:


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In regards to Hantu Port, I’m still bummed out that the two snipers, the Druzhina 34 ICA (Hantu Port single player) and Jaeger 7 Rude Ruby (Hantu Port Co-Op) still are not unlockable items in Hitman 3 yet.

To stay on topic with what you were saying, I wouldn’t be against making the Sniper maps regular levels, however, in my opinion, Siberia would be the better choice to Hantu Port.

Hantu Port was cool though, don’t get me wrong.

I honestly wish IOI would update the Sniper Assassin Mode to make it better/more replayable. Two of the most common complaints I know of the mode is it takes forever to level up to Mastery 20 (which it does, I’ve only ever completed Siberia to 20, the other two maps I’m level 15), and it’s not available Offline. I also kind of wish they would make one more Sniper Assassin map set in Khandanyang.

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Hitman maps are specifically designed to be Hitman maps, and Sniper maps are basically open-air stages with a bunch of props with nothing to do except to snipe people, it’s good for Sniper missions, not anything else. What’s next, a Call of Duty level being made into Hitman map? Oh. They already did it with Untouchable :thinking:

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I think you’ve missed the point.

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Another nice winter location could be the ICA facility from the tutorial levels, but as a whole and with some exterior. It could be set at any time after China. 47 hast to infiltrate the forensic investigation there to get rid of leftover evidence that exist in non-digital form.

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Oh yeah Siberia all the way for sure.

I really wish we could unlock the silenced Dragnuov from Hantu Port however. The snow-covered one just doesn’t do it for me. I need my wooden body!

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God they could make this one with very little work. The map already exists. I wonder how many people would be in the map and if they would all be targets then?

The level always implied there is more to the silo base we can’t see so maybe they would have to add a few rooms or a downstairs with some offices, but still could be a very fun level.

Hmm, I was thinking, we´re mostly contemplating Ether for a what-if map, but I´d like to see Pax Mundus or Hamsun Oil get some extra treatment if possible (the former is somewhat doable if they´d decide to tie up the Washington angle I guess).

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