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Map Critique Thread

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Map Critique Thread

Postby savin » Tue Jul 17, 2012 8:48 am

Please follow this layout or your post will be deleted.

List from 1 to 15 the maps you enjoyed playing the most to the maps you enjoyed playing the least. PLEASE also include the reason(s) for your decision: was the map too dry; was there too much water; did a rock formation offend you? lulz. An overall rating out of ten at the end would be useful too.

Remember, these may be the maps we have to play day in and day out. It would be a great time to start caring about which ones should stick around, and which ones should be ditched.

1 post per person (just edit your post as the new maps are added each day)

--------------------
Legend
1-3/10 = Terrible
4-6/10 = Alright
7-10/10 = Good
--------------------

1. Levels- Well this is the definition of looks can be decieving. I saw this map and was turned off instantly, however the more I played this map the more fun it became to play on. Like someone said in another thread, its like a more fun version of Maze. The fuel / EQ distibution was great, and the water / land ratio was also great. This should map should be rotated in fairly often. 9/10

2. Blast Zone- I feel like this is a weird version of Castles. In order for the land to be enjoyable to play on, you need to use up the fuel and EQ on the water. Its not as bad as Badlands, however there were a couple lakes not accessable with ferries. Land has become fairly dry, there is a lot of water in this map. This map is more enjoyable to play than Badlands by far. I think this should be thrown possibly into a Tournament rotation, as in the beginning this map isn't that bad at all. 5/10

3. Badlands- To start off I'm not sure if this map had a fair chance only because there was a glitch where no EQ spawned in the map. I submitted that glitch to the TP staff and about a half an hour later the map was changed to Blast Zone. The frustrating part of this map is, it looked really awesome and I was excited to play on it. This map however was extremely DRY, there was an insane amount of pixelated islands and I feel there wasn't enough ferries that spawned for people to surf the giant lake in the middle of the map. Also there were a lot of enclosed areas where blue / orange mines were not accessable, atelo pointed these areas out in another thread. Maybe some variables can be switched, but from my few hours experienced on this map thus far.. I don't see myself wanting to step foot into it next time. I don't think this map should be pushed into rotation with the variables currently set as they are. 4.5/10

4. Quick Sand- Played about 30 minutes in this map and had to quit. I don't think I've had to map(press F) so much in my life to do the simplest of normal bf / tankpit gameplay > filling up equipment / getting fuel. This map actually opened my eyes and as of a result I raised Blast Zone / Badlands / Level's rating. This map should not be in tournaments or normal gameplay. This map is sort of similiar to Badlands, so if the equipment glitch was fixed in that map I'd play on that map well before even entering this one. 75% of the map is not drivable, and it is quite normal to go insufficent here. 2/10

5. Foundry- This is a pretty fun map, very appealing to the eyes. Didn't look impessive at first but it plays out a lot better than I think anyone expected. Basically a more revamped and advanced Castles, with less water sucking up the equipment and fuel. This map should most definitely be thrown into the rotation, if not replaced Castles altogether. 9/10

6. Canada- Not going to lie I was looking forward to playing on this map as, there was no real iceland tiled maps submitted in the map contest. However it didn't play out as well as I thought it would, was still fun though. Map seems very bland and lacking something when you play on it, not sure exactly what but thats what I felt when I was navigating it. Would be a fitting tournament map imo to break up the monotony of all the rocks / desert tiled maps, don't think it should be a rotational map. 6/10

7. The Pit-

8. Tron-

9. Apache-

10. Metropolis-

11. Aquarium-

12. TBD-
13. TBD-
14. TBD-
15. TBD-
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Re: Map Critique Thread

Postby lefty » Tue Jul 17, 2012 9:58 am

1)Levels: At first gaze I was like, oh god. First 5 mins I thought I would never get used to it. Then immediately it became fun. It's balanced. All resources in reach. Great set up for taking raids as virtually any teleport puts you behind cover. Mines become more useful at choke points. You can set up displacement traps better than anywhere I've ever seen possible. 9/10

2)Blast Zone: Too many pools. I spent a lot of time harvesting eq with obstacles. It's a waste of time. If all lakes bigger than a half screen had a minimum of one ferry it would be a lot more playable over time. I also think it would be okay for tournaments. Don't really like it that much.

I think the dev's put this map back up so they could get some feedback about it after we've tried some of the other new maps. Why would they do this to us? Having to play here again I realize just how terrible this map is. I never want to see Blast Zone again. Way too many good maps to ever have to deal with this in regular play or even for a tournament. 1/10

Tournament review: Blast Zone

This was very surprising. Blast Zone requires a lot of maintenance to keep the map playable. As the World map it is truly terrible. For tournament though, it was quite entertaining. I'd recommend keeping it as a tournament exclusive. Please never schedule it for 2 hours though. The issues that plagued it in regular play would be more prevalent during the 2nd hour of play. Thank you.

3)Badlands: Hated it at first. Played for a couple more hours and I got into a really nice rhythm for a while. The big lake is nice. It's fun being part of ferry battles in an oasis with rocks around etc. The land is unique. It feels like a ring but the left side has a lot more land. Several times I found either top left or bottom left to be gathering riches. It grew on me.

After a second round of punishment on this map I dis-like it more than ever. There is no reason Badlands should even be considered as a permanent. Be gone terrible map! And stay gone! 2/10

4)Quick Sand: Mapping turned me away from it at first. Played it a little and also just teleported around some to check it out. The enclosed areas are definitely numerous. Especially bottom leaning towards the left side. If all those holes were to be plugged by one colors mines it'd create a rather nasty death trap. As if the map needs to be more of one lol. Haven't had a chance to use the water yet really - it actually looks pretty good. Difficult to navigate and with long driving routes to move ferries from one spot to another it will be interesting I'm sure. I may update this after playing more but for now I would say it's not too shabby.

It's hard to keep track of stashed ferries - it's hard to fill - it's hard to find fuel. Tournament here would most likely be a cakewalk for the most successful management of a ferry. I'd have to downgrade my opinion after clocking another hour here.

Post tournament edit: This map is unplayable. The worst so far by a good stretch. 1/10

5)Foundry: Solid map. No fuel and equipment issues here. Nice symmetry. Easy to navigate. Easy to remember the areas you've recently radar'd etc. Good for raid taking and pretty much every aspect of the game. It almost spoils us with how accessible the goodies are. Better than desert imo. 10/10

6)Canada: Slightly improved version of Iceland. The water is all connected which is nice. I'm looking forward to hopefully getting some hours in this map tonight. I like ice tiles and Canada is well made. 8/10

7)The Pit: Cool Kyle Mac delivers again. Functionally it's an improved version of rocks and swamps. No enclosed areas of note, no issues finding resources. Steady on gentleman. 9/10

8)Tron: More boring version of foundry. Nothing really negative. Nothing really stood out for me either though. 7/10

9)Apache: I was excited when I saw the picture of Apache quite a while back now. Quick Sand taught me better. Apache is the same map, turned on it's side and with grass tiles. It plays out like a total pain in the ass. No business being in this game. Nachos and Valadiex may be good at graphic design but pretty pictures don't always translate into a good, playable map. Total fail. 3/10

10)Aquarium: This map is pretty awesome. The best of the new "water maps." It was fun in tournament and fun as the World map. There is a lot of land and lot of ferries. The way the water is connected makes it very easy to navigate. Only a couple of dead end areas in the bottom left. Imo this is the new and improved D6. 9/10

13)Atlantis: I missed that tournament! idk/10

14)Crazy Waters: This map has been the biggest surprise to me so far. I thought it would be mediocre at best but it was really fun to play in this map. Nice job el. Please don't get it changed away from ice tiles - they are awesome especially with all the little islands. It makes them seem like a bunch of icebergs or something. Another keeper imo. 8/10

15)Metropolis: This map played out well. It's fun fighting on the streets. Nice river wrapping around the level. Plenty of open areas. No large flaws as seen in some other maps. Good enough to keep. 9/10

16)Babylon: Better than several trial maps. BRINGonBABYLON! 7.5/10
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Last edited by lefty on Wed Aug 08, 2012 6:44 pm, edited 26 times in total.
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Re: Map Critique Thread

Postby megaGOD » Tue Jul 17, 2012 11:36 am

This is my honest(a little bias) opinion, no hate on nachos or anyone else.
To put my rating scale in relation with old maps: Desert 9/10, Rox 7/10, Castles 6/10, Apps 6/10, Maze 6/10, Iceland 5/10, D6 4/10
So anything under 5 I dont think should be put in rotation.
EDIT: changed my scale a little

1) Levels:
Testing your raiding skillz, you got big advantage if you mine and steal fuel well.
Great for taking raids, lots of fuel everywhere.
Lots of equip everywhere also so you can fill fight and never get low on equip.
All resources distributed pretty much evenly throughout the map.
Map is never dry.
Only the 3 lakes in the middle need ferries.
You can drive to almost everywhere.
Only problem people have is gettin use to the map, which was the purpose of the map.
9/10

2)Blast Zone:
Way too many lakes. Will never be enough ferries. A lot of these big lakes have no ferries and resources get trapped.
Get dry fast of equip and fuel.
Playable when a few people are in.
No sort of beacons to help navigate or make it stand out. (big turnoff here)
3/10

3)Badlands:
Pretty much exact same reasons as Blast Zone but for some reason this map got even drier.
Doesn't look as good as Blast Zone.
Got those enclosed mountain ranges.
2/10

4)Quicksands:
This was pretty good at first. Then I noticed how many enclosed area it had, more than Badlands. There arent any small lakes without ferries so nothing is really built up. There needs to be a decent amount of people playing water to balance the resources. There was literally nothing left after a little while. Everyone kept going insuff. The enclosed areas need to go though and it'd get upgraded.
Changed my mind, this map is the worst.
0/10

5)Foundry:
Best map so far. Looks awesome on minimap. Lots of fuel and equip everywhere. Nothing gets trapped, no enclosed area, easy on the eyes. PPH heaven
10/10

6)Canada:
Lots of land area. Don't have to tele so much. Resources are ok. Nothing wrong with this map, but it's just a little bland. Wouldn't mind if this was in or out of the rotation. Actually it plays a little better than apps/castles/iceland. needs a little water clearing once in a while but not too bad.
6.5/10

7)The Pit:
Rox meet desert. Not really that interesting. Also why are the water/mountain colors inverted in the lobby map.
great for pph but idk how challenging this map is though.
7.5/10

8)Tron:
Lobby Map doesn't look as cool as some of the other maps, but it plays out really well.
7.5/10

9)Apache:
tbd
5/10

10)Metroplis:
tbd
8/10

1)Aquarium:
tbd
8/10
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Last edited by megaGOD on Thu Aug 16, 2012 12:08 pm, edited 18 times in total.
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Re: Map Critique Thread

Postby Nameless » Tue Jul 17, 2012 12:24 pm

My rating of current maps. Rocks 6.8/10, Desert 9.5/10, Crazy Maze 6.9/10, Iceland 6.8/10, Apps 6.6/10, Castles 6/10, Deep Six Havnt played it.

1. Level's - 8.9/10 Awesome map, technical and fun but hard on my eyes.
2. Badlands - 4/10 Big ass ocean in the middle. This map isnt totally lost but needs fixing.
3. Blast Zone - 1/10 Massive lakes that rob us of eq and fuel.
4. Quick Sands - 2/10 Gives me a headache to much teleporting to equipment.
5. The pit - 6/10 Boring sorry kyle just not that into it.
6. Foundry - 9/10 Very fun and awesome map. Favorite so far.
7. Canada - 7/10 Lots of water but land is never too dry. I wish the land had more cover in a lot of areas but it plays fun regardless.
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Last edited by Nameless on Tue Jul 24, 2012 10:08 pm, edited 3 times in total.
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Re: Map Critique Thread

Postby X-HayS-X » Thu Jul 19, 2012 12:03 am

1.) Levels- Really solid. I noticed that the map loading image/ 156x156 or whatever made it look bad, but after the tourney today I really like this map a whole lot. Playability here is REALLY good. 9/10
The .5 off is because there is on screen with the rocks taking up too much space making traveling hard on land, and then the enclosed in areas as well.

2.) Badlands- Playability is an issue. This map should never be allowed in, just too choppy. 4.5/10

3.) Blast Zone- Playability is decent, the lakes are MAYBE(stretching this possibly) too big. I liked it in the beginning, then it became an issue of what about ALL of the fuel we would have to empty with obbys. 6/10

4.) Quicksands- Quite possibly THE worst map I've played. The far sides are playable, but the middle lands are too rocky and water too abundant to play by our ethics and standards. Definitely a no. 2.5/10

5.) Foundry- The only map better than this is desert. Amazing. 10/10

6.) Canada- It looks like what you get. The map is easily playable. Although, I really have a hard time getting into it. It could have been the ice tiles. It ranks higher than the maps before it, with the exception of foundry/levels. The map is ok, but not really a challenge. I really doubt there will be large activity drawn forth. It is too repetitive. This map should NOT make the cut.7.5/10

7.) The Pit- I like this for big team battles. I had some nice takes here, but it is what you see is what you get. I dont really like this map if activity isn't up, but activity usually goes up with a map like this. So, overall it makes the main rotation in my view. 8.5/10

8.) Tron- It adds elements like quicksand, where the river runs everywhere, making you have to tele more than move. Although, tron is more open than quicksand making me like it's teleporting more. Raid taking here proves whether you are just skilled or actually have some intellect as to how the game is played. It separates players. I like this map. Grass tiles are always a plus. 9/10
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Last edited by X-HayS-X on Tue Jul 31, 2012 10:06 pm, edited 5 times in total.
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Re: Map Critique Thread

Postby Sidney » Thu Jul 19, 2012 8:16 am

1. Foundry- Best map I've played. New, easy on the eyes, and very playable. Perfect score. 10/10

2. Levels- I like. Maze was always a fun map for me and this is like a better CM. 9/10

3. Canada- I like maps that remind me of Iceland. Very playable, like others have said its nothing really new, but I enjoyed it. 8/10

4. The Pit- Similar to Canada/Iceland, this map is a switched around R&S. But I like that. Less water and a new terrain, fuel and equipment seem to respawn well. Good map IMO. 8/10

5. Quick Sand- Still feeling this one out. Initially I'm thinking it isn't too bad, but that is a lot of water.... The fact that its mostly narrow and not huge ponds is nice though, its growing on me. 6/10

6. Badlands- Similar to Blast Zone, this map could use some work. But when I was playing it was actually pretty wet and fun. Other than Levels, this was the best experience I had on the new maps. EDIT: After the second time playing this, it can get SO dry for SO long. I tried to do some maintenance to make things more wet but it barely helped. I'm reducing this from a 6 to a 4.4/10

7. Blast Zone- I struggled with this one and ended up avoiding it slightly. The ponds with no ferries in them would get packed with eq and fuel and dry out the land. I remember one larger body of water near the BR in particular. This map could be decent, but it'd need some work. 3/10
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Last edited by Sidney on Wed Jul 25, 2012 10:13 am, edited 5 times in total.
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Re: Map Critique Thread

Postby eldawg51 » Thu Jul 19, 2012 9:31 am

Badlands Review:

 Badlands presents many new challenges as fuel and equipment will rapidly be depleted by players on land and redistributed into the large body of water.  An old Appaloosa land or Iceland strategy for survival must be employed or doom awaits even the most experienced raid takers.  I would recommend memorizing where each ferry is and taking the time to radar the entire land mass and know where each and every fuel is located for smaller battles.  Large battles may be restricted to the water until the fuel is redistributed back to land.  Regardless of location in this map, each player must calculate and plan their moves more like a game of chess to outmaneuver and play a step ahead of enemy tanks.  If you do not, you will find yourself insufficient often when choosing to fight on land. Armor fighting may be more applicable since attempting to get low on fuel, as one would attempt in a map like desert will make the game cumbersome. After all, who enjoys driving 8 screens with insufficient fuel looking for a 200 fuel can?
 
When taking a raid, using the outer ring as a path to travel may be a bit obvious.   Utilizing the islands stretching from the southwest to the southeast and to the central portion of the map to make short teleports and change direction will be essential and knowing which islands have fuel will be crucial for survival. The 300-400 fuel cans available on those islands will become your saving grace.  Also, since fuel on land is so dangerously scarce, players must take advantage of the ferries to fight and survive. After all, the water to land ratio is almost 1:1.  The design and nature of the map will make every aspect of the game more difficult, so plan ahead and proceed with caution in Badlands!  Rating:  4.2/10
 
Blast Zone Review:
 
Next up; Blast Zone!  Although the design of this map is interesting and has some fun aspects, long sustained battles and activity will be difficult.  There are several lakes inaccessible to ferries, and the long tedious task of moving obstacles will be the only way to use equipment and fuel in those lakes which is a huge turnoff for most players.  The ferry placement in all the maps continues to be a hindrance for activity and Blast Zone is no exception.  Fixing the ferry problem would improve the playability of the map.  The island structure and design is unique, however, I do not foresee Blast Zone sticking around for the long haul.  Rating:  2.9/10

Quick Sand Review:

The design of this map is incredible with the intricacy of the islands, mountains and water woven together.  Since I started playing Battlefield I have longed for a map like this.  It is NOT for the faint of heart when taking a raid, especially on the right side.  Fighting in this map reminds me of taking raids the whole way to Cuba in Appaloosa land; a feat most do not even attempt.  The difference is the entire map is designed to force players to learn how to navigate multiple islands in succession.  Pinpoint teleporting and maximum skill level has to be used to survive and I believe playing in this map for a significant length of time will make anyone better.  Tournament play will be interesting when the land gets depleted of fuel and equipment.  Finding a ferry is difficult, but navigating the water around the islands is even harder because it is easy to lose yourself when mapping in and out.  Greater map presence is required, especially for tournaments.  Aside from a few inaccessible areas surrounded by mountains and possibly a few tweaks, Quick Sand gets two thumbs up!  More skilled and advanced players will love this map and newbies will most likely get frustrated and quit.

Edit: I credit Racefreak for noting Quick Sand all but eliminates long movers. I'm adding +.2 for that fact. Unfortunately, the activity for this map will not warrant a good enough rating to make the rotation since activity and benefit of the game is what we are looking for. Rating: 4.2/10


Foundry Review:

The best new map I have played thus far is Foundry.  The abundance of fuel and equipment throughout the map and the narrow design of all water makes everything playable.  The rating speaks for itself; Foundry has to make the rotation or it would be a disservice to the community. Rating: 9.3/10

The Pit Review:
 
Another quality map created by KyleMac.  This map is a step up from the old rocks.  It is conducive for large battles and should create a good amount of activity.  The design dose not just look cool with the tank in the center of the map, it can be functional for obstructing opponents while taking  a raid.  The Pit should certainly be in the rotation of the new maps.  Rating:  9.7/10

Apache Review:

The map contains a great amount of land to play on if players are willing to put a little time into cleaning out the water for a half an hour. It should definitely make the map rotation for normal play, but I am not so sure about tournaments. Rating: 6.7/10

Metropolis Review:

Certainly one of the funnest new maps made. The quality of fuel and equipment distribution makes this map very playable for players of all skill levels. It will be fun for battles and taking raids. I look forward to seeing this one more! Rating: 9.1/101

Aquarium Review:

Aquarium is definitely worthy of a :ph: in my opinion. It plays a lot like Appaloosa considering how much water is in play, only a lot better because all of the water is reachable from land. I only put a half hour into the map, so my rating will be pending until later today after I put at least another hour or so into it. Rating: 8.6/10
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Last edited by eldawg51 on Mon Jul 23, 2012 9:09 am, edited 2 times in total.
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Re: Map Critique Thread

Postby SW » Thu Jul 19, 2012 8:06 pm

My preliminary ratings.

Levels:
Good tournament map, possibly a main map too? But I am slightly worried that looking at the minimap will always be a strain because both sides are similar and the squares are so big.

Blast Zone:
Pretty decent map but nothing too revolutionary. Easy raids quite similar to Desert just with extra ponds.

Quick Sand:
Difficult and perhaps godly map. Taking a raid anywhere is going to be hard, even on a ferry. There are no open stretches of land or water. Takes extra skill. Question whether instant map or some sort of speed increase for teleporting should be considered for a map like this where so much teleporting is required.
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Re: Map Critique Thread

Postby weekend_nachos » Thu Jul 19, 2012 8:43 pm

1. Levels- I remember atelo showing me this map and being like, it look cool but oh god, why. Never thought it'd be chosen but after playing it it was a shit ton of fun. PLayed enough to have the map figured out immediately. Mapping takes time to get used to but over all this map was a sleeper but a huge success, both tourney and regular play will be solid on this.9/10

2.Badlands- One of my created maps, was modeled to play like a desert iceland. It was aptly named badlands. I feel its being treated unfairly as a map due to choice ferry placements and enclosed areas, and the way fuel and equipment spawns on it. Due to which causes people to be turned off to it, its not the design of the map that causes these things. Peoples arguments are about placing ferries better and better eq respawn. Although i feel that adding a bit of land to the middle so it connects across the lates and reducing water by a 15% will make this map a lot more enjoyable especially if the fuel/eq/ferry variables are figured out. I had fun on it regardless, it makes it tough for both the raidee and raiders. Challenges are fun. Nothing should come easy. 6/10

3. Blast Zone- Another one of my maps. This one i had a ton of fun in and put in some work. I had over 5 hours in it and had yet to experience the dryness in fuel that everyone was claiming. Eq was a different story, it did get locked up in water in some lakes that didnt have a ferry, but obby filling doesnt take as long as everyone claims to be. ALthough it can be frustrating. Aside from the variables which yet again caused it to have a bad rep, this map to me is extremely fun and the only obstacles getting in the way are water ponds. This map is challenging but has no different feel to me than rocks or desert. I heard from some players it held up to 30 people for over an hour just fine so i hope it stays for both tourneys and regular play. Again if ferries are manually added to each lake thats needed and the eq variables fixed this map will provide tons of fun and a challenge as well. 8/10

4. Quick Sand-[/bHoly teleporting batman. This map takes precision and strategy to a whole new level. Every move has to be thought out correctly or you are FUCKED. 1vs1 deaths are likely to happen here if not careful. Id like to see how this tourney plays out on this map. People better bring diapers cause a lof of shittings gonna happen. [b]5/10


5. Foundry-Solid map all around, mad fun, this was one of the maps i was really looking forwards to playing. Just put in work for about 3 hours straight. Easy on the eyes, ton of land, opens up room for more duals to be pumped into a target when raiding. Best map hands down to come out so far, definitely going to play well in tourneys and regular play. Team battles would be epic on this map. Already raked in a ton of activity tonight, very promising. 10/10


6. Canada-The minimap looks great, but for myself, it didnt translate well into being a map. I kind of just felt like i was out in the middle of nowhere most of the time searching for fuel. Idk if i was just in at a bad time when land was dry or what. I still like it but to me it feels a little bland atm. I didnt find myself overly enjoying it. Id like it more as a tourney map rather than normal play. 7/10


7. The Pit-I have to say this one surprised me. It looked like a blast to play from the minimap, but when playing i just couldnt get into it like i thought i would. I found myself being rather annoyed when trying to fight someone, and it seems eq fuel stays partial to the left side of the map currently from my experiences. In my time of play there wasnt many people in so i cant give an accurate play style with more than a handful of players just yet. But definitely was a little disappointed on my end. 8/10

8. Tron- I didn't put a lot of time in it but the experience i got was just okay. Map was just a duller version of Foundry, not sure why its in the rotation to be honest, too close to foundrys design, not that it was done on purpose. The map play was just mediocre imo. Not worthy of rotation. Plus it being an unfinished map doesnt help its cause. 7/10

9. Apache - Liked this map alot more than i thought i was going to. Had a lot of fun playing in it, and its definitely a challenge. Pying attention to teleports is a must. Fuel and eq abundance was average but not terrible. Hosted my best tourney play ever here, so im more than pleased with the map 9/10


10. Metropolis - Love it, having a blast in this map. Maybe a little biased cause i live in nyc, but its fun to visit my streets while in this map and pretend im parking my tank outside haha. Terrain makes for interesting battles, fuel stays on land equally but will dry up and survival becomes tough 8/10
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Last edited by weekend_nachos on Sat Aug 04, 2012 5:06 am, edited 4 times in total.
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Re: Map Critique Thread

Postby Jordann » Sun Jul 22, 2012 2:15 pm

1) Levels- Awesome map. I didn't give it a chance at first, but after playing on it it played really well. these are my types of maps, where strategy plays a big role on how well you do during raids/mobs. Good job atelo (crybaby ;) )
8/10

2) Badlands- Never really played much on it, looks like a clusterfuck. Not into maps where you have to be constantly emptying the water to keep it playable.
4/10

3) Blastzone- never played much on it. Too many lakes for it to play that well. if they had 2 ferries in each lake itd play a bit better. Good concept, bad execution.
5/10

4) Quicksands- I mean cmon, really? This map was a victim of multiple stab wounds to the chest, as well as an overdose of clusterfuck and a little bit of 'nah, im just trolling'
2/10

5) Foundry- Told kyle this when he made it. goat map ainec.
9.5/10

6) Canada- boss map imo. Plays very well. Not much water so the land stays wet enough to have big fights/battles. If it were to get dry, with the abudnance of ferries and small lakes (nothing thick and crazy) emptying water would only take around 30 minutes to an hour. Im not into faking on water to make land playable, mainly because for the current maps (apps, iceland, etc) you have to fake for a long ass time which is boring. Atleast canada takes the best of both worlds (large open land with multiple raid taking paths + enough water to keep the ferry huggers/lefty happy)

edit: after playing it more, my rating for the map has increased. The water can seemingly be emptied in no time, and you instantly feel the effects on land. great balance.
9/10

7) The Pit - Great map. Lots of rocks and designs to break the monotone feeling from alot of maps. Small bits of water basically meaningless but I'm not into water crazy maps so I like it. Cool designs and concepts used, all around great map. Its super wet which sorta sucks because theres literally buckets of fuel in every screen. Good mob map for sure.
9/10

This is all imo, so don't get mad or hate on me because I think your map is subpar or something. For a better idea of how im rating these maps, when I play this game its for enjoyment and not to be some hardcore professional game grinder. I like to sit back and relax, not spend hours on end maintaining the play ability of the map or navigating through clusters of eye sores.
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Last edited by Jordann on Tue Jul 24, 2012 8:32 pm, edited 1 time in total.
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Re: Map Critique Thread

Postby zubby » Tue Jul 24, 2012 8:27 pm

My rating of current maps. Rocks 7/10, Desert 8.5/10,Crazy Maze 7.5/10, Iceland 5.5/10, Apps 5.5/10, Castles 4.5/10, Deep Six 3/10.

1. Levels - 6/10 - Its a good map. Not a huge fan of it but its really unique and different. The things i dislike is that I ususlly get lost a lot on map view, and have no clue where I am. Crazy Maze you could tell easily. Tourney map fo sho.

2. Badlands - 4/10 - Slightly better than Deep Six in terms of playability but I actually went insufficent when NOBODY was even playing, rough. The water in the middle is just way too big for the map and ruins the game play. Not sure if this won a purple heart or not but I do not think this is good for a main rotation or tournament, throw it in the trash.

3. Blast Zone - 5.5/10 - I feel like this is an OK map. Very simple and created easily like a mine field. The game play is fine and you can take some challenging raids. I do not like the bottom of the map which could get neglected a lot with all the water. I do not think this should be in rotation but I do believe it should be a tournament map.

4. Quick Sand - 3/10. The map itself looks bad. Just a bunch of lines and water mixed in with each other, isnt very visually appealing. Some spots in the map do not even work at all with enclosed spaces and 1 pixel land. Less moving around and using the need to teleport gives it a tie with Badlands, trashbin.

5. Foundry - 8.5/10 Very cool map that resembles a much better Castles. The game play can have some huge raids which makes you feel inclosed in a ring or something. Id personally wouldnt mind more water to work with and some tougher areas, but overall solid. Should be a main map in rotation.

6. Canada- 7.5/10 - I think this map is great because of the openness of the land with the balanced of the water makes it work perfectly together. Its very easy to navigate and figure out where you are on mini map. The water is all connected for easy access with ferrys to get around on if needed. Not a very challenging map in terms of game play but thats exactly how it was intended to be. I think this deserves to be a main map but also would be a great tourney map for huge raids and strategic purposes.

7. The Pit - 8/10 - Great rocks and swamps feeling map to it. Lots of rock every where in the map but it doesnt feel overly crowded with open spaces, good designs, and notible features in the map. I prefer this over R&S and the rating shows that. I wouldnt mind it to be either a main map or in tournaments, just a fun map to play.
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Re: Map Critique Thread

Postby wardizzle » Wed Jul 25, 2012 2:50 pm

Rocks and Swamp: 8/10 Desert: 8.5/10 Crazy Maze: 7/10 Iceland: 8.5/10 Castles: 5/10 Appaloosa Land:0

I like land maps because they're fun to take raids in, but water maps are the most fun for me to play. What I love about the latter is that, given a good water/land ratio and a good build, you can have the most fun in the game regardless of activity. You need to be conscious of how much fuel you're finding per screen, where likely spots for fuel spawns are, and also when to get what kind of fuel. For example, while in a regular land map you can give yourself the luxury of ignoring any fuel that's not 500+, in a water-based map, a 200 fuel (1v1 or in a raid) can be just enough to keep you alive.

In a 1v1 scenario, if you're not careful about where you move and manage your fuel well, you could easily get stuck insufficient on an island or trapped elsewhere.

In raids, you need to keep an eye on how and where your raiders are moving. Are they using the fuel ahead of you? Getting it from the sides? Paying attention to fuel cans beneath or next to obstacles/ferries?

I dunno. I feel as though a good water map adds a whole new dimension and challenge to the gameplay since you can't count on finding 4000 fuel and 6 boxes of equipment every screen like you can in Desert or Rocks and Swamp.

I sum this up in order to explain my ratings.

Levels: 8/10 Frankly, I didn't want to play it at first on account of how confusing and cluttered it looked, but it ended up being a lot different on the field.
Badlands: 7/10 Frankly, I thought this map was awesome. Plenty of water to keep things interesting on land and open enough that you can drive your way out of a lot of tough spots. Also, with what appears to be new fuel and equipment algorithms, there seem to be enough ferries presently to avoid a situation where the map is unplayable (like Appaloosa Land)
Blast Zone: N/A
Quick Sand: 1/10 Lord help us if this map is ever up again.
Foundry: 7.5/10 Nice map. Interesting to play and easy on the eyes (*ahem* Levels *ahem*).
Canada: 8/10 Looked nice and played phenomenally too. There was some water to make the map a little more challenging, but plenty of open areas, too.
The Pit: 9/10 Loved the map. Not the most challenging in the sense that it was 99% land and therefore with lots of fuel everywhere, but it was awesome to play and looked great. Desert is out as the old king of raids and The Pit is in!
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