@moses_the_red said in Understanding team maps:
@Stealth9 Take a look at Fossil and Rohai if you haven't seen them.
There is room for innovation in the team map space. I think more people just need to understand what the boundaries are within that space, and what cool things you can do within it.
I will agree there is probably room for improvement, there always is.
I like your maps.
The idea behind this post was really to identify the commonalities you find in team maps - including but not limited to Astro and Dual gap, and define them to give people a better idea of what types of maps are more likely to have a chance at filling.
Its also intended to fight the perspective that team maps that will fill are all shit. Why bother working on a team map if its pre-defined by some ladder snob to be a shit map?
The community would be better off if we didn't essentially define maps that can be filled in lobby as shit maps - and to various degrees, that is exactly what people are doing.
I don't think the Astro/Gap is a shit map. I think it is the most simple and easy to grasp battleground. Being less negative towards these maps and players may be good for all.
If you go to the M&M team picks list you will find a variety of interesting looking team maps. When I look at that list I get the feeling that there were people involved who:
- dedicated a lot of time
- thought about their map design
Then I look at the authors, I see some high-rated players & long-time forum members. This tells me that they understand, to some extend/more than me, the game, it's possibilities and it's shortcomings.
To say these people should learn from Astro/Gap for their map design? I feel going to such an extend is a real disservice to those who have put so much time & effort into this FAF project.