What are the best and worst Spring maps?

What are the best and worst Spring maps?

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Caydr
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What are the best and worst Spring maps?

Post by Caydr »

They can be any map, of any size, that's not metal. No metal maps. This is serious. I'll ask (beg) someone to delete your comments if you do some crap like "SPEEDMETAL FTW!!111 HAHAH LOLZZZS00RRSzZ!!!"

Post your top 3 maps maybe. Say what you enjoyed most about them. This also can't be whether it's pretty or not. Pretty doesn't cut it. It's gotta be a map that you think is just extremely well designed, well balanced, and usually a very enjoyable map to play on.

Also, don't be offensive when saying which maps you think are worst. Don't say it's gay, say there's too much metal, or that there's not enough flat ground, or that it always turns into an air rush.. etc.

I'll start... My favourite maps are:

Sparewood - A remake of the always-enjoyable Sherwood OTA map. Rather than a remake, it's really a re-imagining. The hills and metal are in roughly the same spots, but the hills are completely flat on top so you can build up there.

River Dale - I like this one because the metal placement is roughly even, and the north/south sides both have different advantages. North is easily fortified, while south has more room to build. The only thing I'd change about it would be to make the north side have more flat land. Good as long as there's no huge over-porcing.

Mars - A very well-made map. Good balance all around. Good metal distribution, a few choke points but not too many, and lots of well-made... goodness. The only thing I'd change would be to dramatically reduce the compression. It looks like a checkerboard of orange/brown.

My least-favourite maps are:

Anglo-Saxon Starfish Redux - This map is a poorly-done remake of one of my favourite OTA maps. It is an excellent design, but the metal placement is definitely the worst I have ever seen.

Castles - There are too few ways to attack. Any player will quickly put up flak, meaning air is all but useless. Land is all but useless, since there are only two ways to get to the enemy base, both of which will be extremely heavily fortified. So the two ways to attack are to out-bertha (always indicative of a horrible map) or to try to build so many spiders that he can't possibly stop them all as they swarm over the walls.
Last edited by Caydr on 24 Sep 2006, 17:15, edited 1 time in total.
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FizWizz
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Post by FizWizz »

DigSite - Always loved it, very cool heightmap
Splintered Tropics - Makes nice use of land and water. Both land and water reach everywhere basically
Conquerer's Isle - Wonderful Blend of land and water tactics, like Splintered Tropics reversed (land in the middle, water around, and with arms reaching in/out)
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LordMatt
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Post by LordMatt »

Favorites:
  • *MoonQ20 (I probably play this too much, I blame Lion_Heart)
    *Lowland Crossing (all of Quanto's tourny maps really)
    *Small Supreme Battlefield (as long as I don't have a team full of noobs, there are so many specialized strats you can do on this map)
Honorable mentions to Comet Catcher remake, Greenhaven remake and to Coast to Coast remake(as soon as the navel rebalence is out, I loved this map in OTA)

I like three basic types of maps: small well designed and well balanced 1v1 maps, relatively flat wide open maps for longer 1v1 or team games, and maps with specialized but fun gameplay, where you get to use units you might not otherwise use.

Least Favorites:
  • *Maps with extreme resource distributions (e.g. speedmetal and derivitives, green fields)
    *Porc maps that make it take a lot longer to beat your enemy even if they are much worse than you. (that includes Altored Divide, sorry Caydr, that map is a little too formulic for me unless I'm drunk)
    *Maps that are hard to build/move on because of the terrain
Another thing: I like big, easy see visible metal patches. I often place mex when zoomed pretty far out and I like to be able to see where the metal is at all times. Often, I place other buildings based on where the metal deposits are or queue up raids based on where the cons are likely to be, and its a pain to have to use f4 or zoom in if I just want a general idea of where the metal is.

Really though, almost any map is fun if you play it with friends, except the most poorly designed ones.
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MR.D
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Post by MR.D »

Favorites (in no particular order)

--------------------------------------------
Crossing_4_final (4v4 headon total teamwork map)

Altored Divide (pretty much a Spring Classic, good when people don't overporc)

Green_comet_basic (good faceoff team map)

Brazilian Battlefield (good 1v1 or 3v3 teamgame)

Archers_valley (similar to Brazil, but alot more opened areas, cleaner routes of attack and less Porcable)

Deserted_gulley (well designed, semi-porcable but good flow)

Foothills (later versions when Forboding did some texture upgrades)

Karst (map needs better balence with terrain, but overall good)

Greenfields (when com death ends, because of the metal cheat issue)

Ring-Atoll remake (excellent OTA remake)

Small supreme Battlefield (16x16, seems to be pretty fun unless everyone plays simbase and never fights untill they all have 6 berthas and nukes and waves of gunships)

*
I like maps that are creative, have terrain but not completel choked off.

Good maps need to look decent, not amazing looking, but pleasing to the eyes.

Maps that are balenced equally for resources

Maps that allow for many routes of attack, and lots of ways to attack and defend strategically(hills to hide behind, terrain that allows for sneak attacks without jammers).

Most of all I like maps that can support at least a 4v4 game and not allow it to become a snorefest.
_____________________________________________


Least favorite maps

Speedmetal (no brainer spamfest)
Speed_metal_duo (wtfx2 jj?)
Speed_metal_quatro (wtfx4 jj?)
Speedy_water (gurgle I'm drowning in nub slime)
Supreme Battlefield (the huge one, because its a snorefest)

IceQuick's maps I have a general dislike for, but I could play them.

DeltaSiege (land is too porcy, goofy ways to approach the enemy(and its all about Air or Sea)

Centerrock (again gets too porcy, much too large for it to be enjoyable with the way its layed out)

MoonQ20 (its all about who can put a guardian near the middle first usually, most of the map is great, but the terrain makes the gameplay really stinky most of the time and it feels like Whack-A-Mole)

As for the rest that I left out, I will summarise them all together in this list.

*
I dislike maps that are too flat.

Most metal maps(with the exception to Metalheck, and Core_Prime_revision1 which were almost exact copies of the OTA maps)

Maps with terrible tiling, or really ugly textures.

Massive maps larger than 20x20(because its pointless, and becomes way too laggy),

Maps that have all the metal at the edges of the maps so you never need to expand.

Maps that have only a couple chokepoints where ppl get stuck.

Maps that were created without any real thought or insight as to how they will play.

**
Typically its alot less to do with the map, and more about how the players choose to play Spring that turns me off to a map, it becomes a trend and then everytime that map is on its like a broken record where everyone does the same thing every single time.
Last edited by MR.D on 24 Sep 2006, 13:44, edited 1 time in total.
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Ishach
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Post by Ishach »

Favourites:

#1 Comet Catcher Remake V2

No Chokepoints

High and evenly spread metal across the whole map, making every inch of map control give a slight boost to your economy

A noob wont last 5minutes

#2 Mars

AKbots can be usefull mid-game because they can outrun other units up hills

Nice metal distrubution

Well designed hills, rarely turns into a porc fest

#3 The Cold Place Remake

No heavy chokepoints

Amphibs/Sea give it a bit of variety

Honourable Mentions:

Checker Ponds
Greenhaven
Battle For Planet XVII




Least Favourites (Not in specific order):
MoonQ20-

Too rectangular, turns the whole map into a chokepoint

Badly distrubuted metal

River Dale-

Too rectangular, turns the whole map into a chokepoint

Expansion past the few starting metal points isnt needed, making it more conducive to porcing

Small Supreme Battlefield

The chokepoint is as bad as speedmetal's, except not quite as long
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Comp1337
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Post by Comp1337 »

#1: Greenhaven (all variations) <3<3<3<3 Greenhaven wins the internet!
#2: Cometcatcher remake. A classic.
#3: The tourney maps for their very fast gameplay. (Cooperhill BOTA wins)

Honorable mention to: Painted desert, Mountain range v7, Archers valley, riverdale, MoonQX, Canyons and duck.

Worst maps:
#1: Altored divide (But hey, if you want to keep playing till tomorrow, sure)
#2: Speedmetal (ditto)
#3: Green fields. (I liked it the first like 5 games, then it just became obvious how you win thru bertha spam.)
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Cabbage
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Post by Cabbage »

XantheTerra V3 FTW!! (Team Games)

Brazillain Battlefield (1v1)

Erm there are alot that could fight over 3rd place... you decide for me ^^

So many bad maps i cant even begin listing them...
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Caydr
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Post by Caydr »

Some of you are doing great at this, but please try to be more verbose on what you like or dislike. Just saying that "I like the hills" doesn't help anyone unless they go and download the map and look at the hills. Try "I like how the hills give me places to build forward bases where normal units can't attack."

Also.... Altored Divide was designed for long games between at least 6 players.

Anyway, the reason for this thread is to help prospective map-makers to know what they should strive for. Especially ones like me who mostly just have memories of OTA since we don't play Spring enough.
Egarwaen
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Post by Egarwaen »

Favourites:

Green Comet / Comet Catcher - Awesome, wide-open maps. Very good for learning basic strategies or more sophisticated play. Forces people to learn to do something other than Porc, but this also makes them a little difficult to find teammates on.

Greenhaven / Evergreenhaven - Very similar play style. Nice mix between hilly high ground and flat ground. Good resource distribution in general. This encourages a very diverse mix of strategies.

Quanto's Tournament Maps - Small, nice-looking maps with amazing gameplay. Seriously. Best gameplay I've seen from any Spring map.

Least Favoured:

(Aside from SpeedMetal, which doesn't qualify as a map.)

Low metal maps in general, particularly Green Fields - Having less metal does not make the game "more tactical". It just encourages porcing and punishes people for being aggressive. There's a minimum metal level where any game plays well. These are below it.

Absolutely huge maps in general - These are also just annoying to play on in pretty much any mod. There's simply too much going on to keep track of. Gameplay inevitably degenerates into mobbing or tech racing.

Blatantly asymmetrical maps, or maps with imbalanced/poorly-chosen start positions - Both cases of map designers not paying attention to gameplay. In the first case, I'm not so much referring to terrain as resources. I've seen way too many maps where one side (north/south/east/west) has a massive metal/geo/tidal advantage. I've also seen way too many with start positions that are basically random, too far from initial metal spots, etc.
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Lolsquad_Steven
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Post by Lolsquad_Steven »

--- Awesome mapz ---

Mars - the terrain is always hard on your forces, the metal is very balanced, the mountains don't create any big chokepionts but are still very strategic, kbots tanks and planes all get a role on this map.

Comet catcher- always fun for 1v1s.

Altored divide - I really enjoy 2v2s on this map, alot of people say this map is too porcy but anymap is porcy when it's 5v5. Seriously try a 2v2 on this map it's awesome.

--- Maps that arn't as good ='{I ---

MoonQ20 - Or what ever it's called, the crators are just too powerful on the map and make very repetative/boring/predictable/slow gameplay.

Small supreme commander - I've played maybe 3 whole games on this map and from what i've seen i can make and educated guess on why i don't like it as much as other maps. All your metal is in your start area and everything in the middle is of very little strategic value, so defend until you have outteched your opponent.

[EDIT] I spelt seen wrong -.-'
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OOmiz
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Post by OOmiz »

I play EE mostly so I don├óÔé¼Ôäót suffer from evil things like Big Bertha and her band of brothers. My maps for EE would be:

--- 3 Favorites ---

Comet Catcher - Obvious. It's open and can't turn into a porc fest. Metal distributed evenly. Excellent for 2on2. Sadly doesn't work that great for 1on1on1on1 since it's not square.

Frozen Gauntlet - Probably the 1on1 map I play the most. Three hard choke points but still encourages quick games. Looks great too. Love it. The best 1on1 map together with Lowland Crossing.

Small Supreme Battlefield - The big version is just too damn big. The smaller sister however is really nice. Sure you can lock down the middle but the two not connected oceans is what makes this so interesting since it's hard to control the both sides. There├óÔé¼Ôäós like a zillion different tactics for this map.

--- 3 ones that just don't cut it ---

Desert Triad - This could be a great 1on1on1 map. It has great potential. But the hightmap is messed up. Builders get stuck and units can't climb the slopes.

Placid Stream - Suffers from the same problem

Atlantic - A fun idea... that sadly doesn't work at all. Game play and tactics suffer from the design.
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LordMatt
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Post by LordMatt »

Couple of suggestions for the people who don't like MoonQ20 and Small Supreme:
*For MoonQ20, it really depends who you play it with in a 3v3 against 3 LCC the game usually doesn't take too long, unless the other team is really skilled. Any more than 3v3 is too many for MoonQ20 (2v2 is also a lot of fun). With bad players or 4v4 though, it can get boring in a hury.
*For Small Supreme, playing land on the peninsula is pretty boring (it is just a big chokepoint). Playing sea/air is a lot more fun, as there are a ton of strats you can use to win the game for your team.
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PauloMorfeo
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Post by PauloMorfeo »

Island Alpha
- It is suitable for 1v1, 1v1v1, 2v2. At least in XTA, when playing 1v1v1, vehicles can cross the water in the middle. Combined with the fact that the middle-left player has more resources and there are usuall artilery battles in the choke, i think it makes for balanced 3FFAs.
- It allows for a great variety of strategies. It is, by far, the map where i feel most vulnerable. If i go land, boats quickly rape all my mexxes and near-water structures. I i go boats, i will lose control of the land. If i rush hovercrafts, i will be left with no lvl-2 technology and risk beeing crushed while hovers are not up yet.
- It is lowish on metal. Kind of makes things a little too slow but makes us have time to think our game, makes the size of the map last longer, makes us care for details like reclaiming that extra corpse, makes each level last longer (you will need time strugling with lvl-1 before you rush into anything else).
- It has a very decent size, not too big, not too small. It's size is well taken advantage of, having room for land battles, room for water battles, water or hovers maneuvering, etc. The start positions are not in corners, like most maps which give the players a conforting corner where they have 2 sides where they know they will not be attacked from. A great amount of maps could have better start positions.
- Many people say it is ugly. I don't think so, to me it is a peacefull and prety map. But, since i was the one who made it, ..

The Cold Place
One of my favourites with a few problems.
- Metal distribution favours right side. More metal on top right, the middle bottom patches are shifted to the right too.
- Comm trouble in top-middle. That choke point is mandatory to gain control by rushing the comander to it. If you don't do it, oponent will gain too much of an advantage in resources and tactics. If you both do it, i hear chain reaction.
- Too much wind (and space to place Wind collectors). Always leads to loads of wind collectors which kill my CPU...
- Good variety of strategies from early rushes, tech rushing, fighting hard for ground control, airplane surprises, or hovers. Going sea can also be a good tactic but somewhat more limited and wastfull of resources.

Azure Rampart
Super technical map. It is not as porcy as, for example, Altored Divide, even though, at first sight, it may seem so. Not, because it is much more close and personal. It is a great chalenge of resource managment and artilery battling. Never played AA in it, only XTA.

Comet Catcher
Tha raiding map. Raid, raid, pillage, kill, destroy, raid!!
Plenty of resources, so it brings plenty of action which compensates for it's big size (still think start positions should be closer). Pretty open which makes everything hard to defend which makes raiding all powerfull.

Oki River
Never tried Delta Siege, which may be just as good or even better.
- Does not allows but, instead, forces handling of very varied tactics (thus only suitable for 2v2+). A regular land push on the top, wide expansion in the middle crossing the rivers fearing boats, and water fighting in the bottom with possible d-day style fighting.
- Could be somewhat more pretty. The textures show not the metal...

Painted Desert
Fine map!

River Dale and friends
Fine set of maps.

Sands of War
Strategically very chalenging.

Toombstone Desert
Very fine little map. One of my favourites of it's size. Good balance of pretiness and plaiability. Good balance between vehicle possibility and k-bot advantages. Good amount of resources. Metal patches don't show in textures :\

Metal Heck
Indeed. Small short messy metal carnages!

Don't likes
pfff, i ain't even gonna bother.
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Decimator
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Post by Decimator »

Tried the remake of oki river, Paulo?
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aGorm
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Post by aGorm »

Part of me's happy no ones slated my maps... the other parts sad no one like them enough to consider them good.

aGorm
Hellspawn
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Post by Hellspawn »

Egarwaen wrote:Favourites:

Green Comet / Comet Catcher - Awesome, wide-open maps. Very good for learning basic strategies or more sophisticated play. Forces people to learn to do something other than Porc, but this also makes them a little difficult to find teammates on.

Greenhaven / Evergreenhaven - Very similar play style. Nice mix between hilly high ground and flat ground. Good resource distribution in general. This encourages a very diverse mix of strategies.

Quanto's Tournament Maps - Small, nice-looking maps with amazing gameplay. Seriously. Best gameplay I've seen from any Spring map.

Least Favoured:

(Aside from SpeedMetal, which doesn't qualify as a map.)

Low metal maps in general, particularly Green Fields - Having less metal does not make the game "more tactical". It just encourages porcing and punishes people for being aggressive. There's a minimum metal level where any game plays well. These are below it.

Absolutely huge maps in general - These are also just annoying to play on in pretty much any mod. There's simply too much going on to keep track of. Gameplay inevitably degenerates into mobbing or tech racing.

Blatantly asymmetrical maps, or maps with imbalanced/poorly-chosen start positions - Both cases of map designers not paying attention to gameplay. In the first case, I'm not so much referring to terrain as resources. I've seen way too many maps where one side (north/south/east/west) has a massive metal/geo/tidal advantage. I've also seen way too many with start positions that are basically random, too far from initial metal spots, etc.
Sharing more or less same opinion.
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PauloMorfeo
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Post by PauloMorfeo »

aGorm wrote:... the other parts sad no one like them enough to consider them good.
...
Considering the best != considering good.
If only your metal maps were diferent... That is my general complaint (but a big one) with most of your maps.
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Neddie
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Post by Neddie »

Top
Splintered Tropics - Dynamic, pretty, with water and sea design to allow for virtually all Mods good play.
Egypt - It's Egypt - sufficently different from all other maps to offer different play without being overly complex.
Delta Siege Trio - Great for large teams and/or well-balanced Mods.

Bottom

SpeedMetal - One massive chokepoint, little skill involved.
GreenFields - One massive stalemate, little skill involved.
Comet Catcher - One incredibly overrated map which simply isn't fun after so many repetitions.
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Ishach
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Post by Ishach »

neddiedrow wrote: Bottom
Comet Catcher - One incredibly overrated map which simply isn't fun after so many repetitions.


>:(
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Neddie
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Post by Neddie »

Ishach wrote:>:(
I'm progressive. Sorry you disagree with my opinion.
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