@archsimkat said in A community effort on a map layout:
@Valki it seems to me your map layout has just way too many mexes, and since that's mainly what you've done I won't comment too much further on your specific layout beyond saying that you should reduce the amount of mexes in play. I've thought about using sc2 maps as layouts for maps in faf as well, because it seems like a reasonable idea, but I've found that in general, sc2 maps have far too many chokepoints and tight passageways to be ported over to supcom well. Compare any classic sc2 ladder map with a classic supcom ladder map, and draw the impassable areas onto both. If you look at a map like Open Palms, the actual playable area is very open, with the only impassable areas being the raised central area, the plateaus at the sides, and the mountains behind the base. If you look at Heavy Artillery for example, the map has many impassable walls which form tight narrow passageways. The nature of the games and the unit interactions are just fundamentally different, so the maps in general are fundamentally different, which make them unfit for supcom.
Yes, too many mexes. - I was too busy dealing with Paint 3D (first time) to think properly.
However, the map layout not working for supcom is kind of the point. There are very few good maps without chokes like Starcraft 2, maybe they are impossible, but then again maybe not. Having fewer discrete defendable expansions to fight over might be interesting gameplay.
I am also introducing a friend to FAF right now, from Starcraft 2, and he is uncomfortable playing on maps without ramps and chokes. 2v2 Sandbox is his favorite. Maybe more new and even existing players like this "ramp and choke" meta. Maybe a "7 chokes of Rohan" will be popular just because some people need gaps and chokes. That's why I think it is interesting to try, but normally I just pick out some existing ramp and choke maps and host 2v2 with that.
But... this topic asks, I answer