Let's discuss maps.
What makes a good map?
- Symmetry.
- Fairness.
- Enough space for base.
- Reasonable tech structures.
- Theme/Neatness.
What makes a bad map?
- unfairness (unless it's a fortress map)
- Not enough space for base.
- Not enough detail.
- Plain/Flat land.
- Straight cliffs (unless it's an urban map)
Discuss your map ideas here.
What do you want from a map?
The maps I plan to make:
Beach Breach - A D-day like map between two players where they have to breach a beach with hedgehogs, scorch marks/craters, and bunkers. Tech structures shall be on small islands within this naval dependant map.
Artificial Forest - A dense, unnatural, looking forest between two players. Units may hide within this forest; that's the gimmick. Naval combat is allowed through a narrow waterway off to the right. Each base has a back entrance via naval. There will be a middle island that the players should fight over for resources.
Artificial Forest II - It's exactly like "Artificial Forest" but mirrored to allow 2v2 game-play.
Extreme Susceptibility - A gigantic desert where 2 players start off to the left and right of each other. Each base location is completely exposed to attack from every direction and has a ring of gold around them. The rings of gold intercept at the middle, creating a figure 8. Players start off with both a tech missile bunker and tech sat-uplink. Desert is too bumpy to expand anywhere, forcing each base to be completely exposed at all times.
Ever Lasting - A, just for the hell of it, urban fortress map with three Plasmarizers, a Blastcade system, and many choke-points/cliffs. Themed around Last bastion. Is a 1v7 scenario.
Land of Giants - A fortress map that is naval dependant. The fortress guy/gal will start at the top on a large peace of land with seven Centurions. These Centurions cannot attack the other bases because they are impossible to move over water. Maybe I'll throw in an Iron Curtain w/ Iron Guards too. Is a 1v6 scenario.
Concrete Gates - An extremely campy 3v3 map. Each side will have a base behind a base behind, yet another, base, all of which have only one entrance via land. There will be naval off to the right, which can breach any base from the side by where their resources will be too. Gems will be to the left of each base. It's a top vs down scenario. Tech anti-air and bunkers will also be a thing.
Forbidden Forest - A top vs bottom 2v2 map. Off to the right will be a large, dense, forest. Within this forest will be gap generators, mirage tanks, snipers... pretty much a giant hindrance, yet it's completely optional to dare the forest because it's out of the way and not necessary to go through to attack the opposition. Within the forest is a lot of gems and tech banks. It's like a risk reward thing.
Gamma Six - Gamma Six will be an urban version a Delta Six. There will be many tech radiators. Each will start off with two tech nuclear power-plants and four irradicators; two by each power-plant. A very nuclear themed map.
Dimension X - A 2v2v2v2 map. Each team starts in their corner. two roads lead to each team diagonally throughout the map making, what looks like, a giant X. between the roads is a giant trench that can only be accessed via the corners. Within the trench are crazy amounts of gold. Within the centre trench part are gems. Bridges connect the roads over the trenches. The players may only use these roads and/or trenches to advance due to cliffs arranged in wall patterns.
Cluster Comb - A 6p ffa or 3v3 map. Very close quarters, however the players cannot expand their bases as they are confined by resource patches. The map looks like a giant honey comb with each player starting in each hexagon. These hexagons are bordered with resource patches. The middle hexagon, however, is filled with gems. Protecting miners is a must on this map. It can get chaotic fast in ffa situations as each are very close to each other at start; that is what's intended in this map.
Feel free to share your ideas, too.
Edited by BlackAbsence, 10 October 2017 - 11:52 PM.