Finally, we come to Metro, everyone's favorite "Meat Grinder" style map where grenades, LVGs, and SMGs rule with an iron fist. Metro was my favorite map in Battlefield 3 and was the first map in which I ever broke 100,000 points in a single round.
I have spent hundreds of hours playing both Conquest and Rush versions of Metro and truly believe that it is one of the defining maps in the Battlefield franchise. Dice's decision to bring it back for Second Assault is one of the best things they could do for Battlefield 4, and the fact that there are already over a hundred servers hosting this map is a testament to how popular it truly is.
Starting off at the US spawn, we can see that the familiar blue glow has been replaced by more realistic warm lighting and that some of the overhead pipes have been removed. You will also instantly notice that the tunnel has been flooded with water, making prone firing positions impossible, which actually makes it much easier to pin the US team than before.
Moving forward, we come across one of the major choke points in the original Metro: a locker room near capture point C. This is another one of those moments where you can really see the difference that the new lighting and texture effects make.
Yet another WOW moment comes when you see how more realistic the subway trains are with the new textures and lighting effects. I spent over an hour just walking through the entire map checking out each key object and how it has changed from the original to the newly updated version.
I guess at some point some poor soul was forced to trek into the destroyed subway and change out the advertisements.
One of the major changes to Metro is that the elevators at point B are now fully functioning from the bottom up. This helps to prevent the old choke points that Metro was so famous for.
Stepping out to the other side, we can see that the new lighting really does give the map an entirely new feel, while still remaining familiar. Notice that the tracks are flooded all the way up, as well.
The once open tunnels have now been filled with wrecked subway trains, which should help prevent camping snipers from aiding in any form of domination on the lower level. There are a few hiding points still left that I was able to use to my advantage, though, so not all hope is lost.
Moving back over to the other side, we see another one of the big changes to Metro 2014. There is now an open door on the left hand side. This door allows access up to the top level and is designed to prevent the major bottle neck that developed around the stairs and escalators. I did find it quite easy to camp the top entrance as well as the lower, though, so bottlenecking could still be an issue with a skilled team.
Heading up the escalators, we see that some of the upper elevator area has changed a little with a steam plume blocking the view of the stairwell to the right.
Heading over to the stairs, we notice a large pile of rubble that is the result of a ceiling collapse. This provides cover for those trying to ascend the stairs that were usually instantly killed by snipers lying prone on the other side of the map.
Down in the stairwell, you will notice a Levolution feature in the new Metro 2014. At the beginning of the round, a piece of lumber props up the ceiling and prevents collapse. If the stairwell fills with enemies, a well placed grenade or RPG will send the ceiling to the ground and kill all who are under it.
Back up top, a quick scan of the ticket booth area reveals a few changes and a much less hazy environment.
Here we can see the entrance that leads to the lower level via the door I showed you earlier. This door is easily hit with LVG rounds fired from across the room.
Another choke point for the original Metro now has a steam plume reducing visibility, and not pictured is another entrance / exit farther back that allows this position to be flanked easily.
Inside the ticket booth, we see that power has been restored and that things are much cleaner now. I found it harder than before to infiltrate this position when filled with enemies.
Over by the locker rooms, you can see that another ceiling collapse has occurred, providing a small amount of cover for prone players.
Inside the locker room, the updated lighting and graphics are really showcased. Additionally, some of the power boxes have been replaced by the round cylindrical objects previously found outside of the building.
Out in front of the subway station, we find the favorite camping spot of snipers everywhere. This bus has not moved since the events of Battlefield 3 transpired, but the updated textures and new sun position really light it up.
Walking outside of the automatic doors leading into the left of the ticket booth area, you can really see the difference in dynamic lighting between Frostbite 2 and Frostbite 3. As I have said many times in this article, the lighting and textures really breathe new life into these maps.
Finally, we get our first look at the RU base. The building appears to have suffered major damage and was under repair before the Second Assault. The sky is much more ominous now with thick black clouds looming in patches in the sky.
The building above the "Cafe" capture point still suffers from damage the same way it did in Battlefield 3, providing a nice hiding spot for snipers and anyone else looking to covertly capture the flag.
Closer inspection of the RU spawn reveals the extent of damage it suffered during the Battlefield 3 campaign and shows off the bright blue tarp covering most of the building.
Inside, you will find that the open atrium is now destroyed and nothing but ruins are left. This damage has removed dozens of camping locations and forces players to head out into the map and actually play at a closer range.
Another interior shot of the RU base.
Looking to the left of the RU base, we can see that most of the trees are now gone, and a clear view of what was Sine Crossing is now visible.
Here is the set of cylindrical objects I mentioned earlier that are now found inside the locker rooms near capture point B. They were previously located outside of the automatic doors to the left of the ticket booth. They received a major texture overhaul and really showcase how beautiful Battlefield 4 is.
While these images are of different objects, I really wanted to show you how much more realistic the fire looks in Battlefield 4 verses Battlefield 3. The fire has depth, better shading, and a more vibrant color pallet than before.
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