Map Reviews: Difference between revisions

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<!-- This code moves the table of contents to the left, because it was so long that it pushed down the contents of the page and made it look bad. -->
If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.


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==Normal Maps==
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__TOC__
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Anybody please feel free to add reviews to this section, or add to existing ones - latest reviews first.
===2 Lakes===


If you don't understand how to edit this PM aGorm!
Peter: a nice 1v1 map.  3 mex spots near each start location give a total of ~5 metal.  The underwater pair gives another ~5, and the peninsula spots also total ~5. 


----
The main asymmetry is that there is land above the water at the north end, and some kbots can walk through.  (as opposed to the south end, where the water goes all the way to the edge of the map.)  The water is deep and steep, so there are no spots to ford the river with non-amphibious units.  A transport will be important.  Some of the hills might be too steep for hovercraft, but they could come up the river.  Definitely an interesting map.


== Bionica v3.1 (FINAL) ==
stats:
  size: 10x10;  Description=Made by CW83, Wind:1-25;
  Gravity=130; TidalStrength=10;  MaxMetal=0.8;  ExtractorRadius=60;


Reviewed by aGorm
===2 Valleys===


===Looks===
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.
[[Image:Map-bionica-minimap.png|right]]
That map looks (don't be fooled by the minimap!) really good. The central island is especially nice; the texture used is perfect. It is slightly stylized (like TA maps) not a real world... The metal around the edge actually looks pretty damn good too, as you don't notice the sea join at all. It gives it the feel of being on an island, without being on one. Other maps that come to the edge look bad because it seems abrupt. This avoids that problem because it's meant to be.
One gripe that stops this from getting 9/10: there are ramps, and they are necessary, but they spoil the look. However it's still is very good.


8/10
===4 skulls===


===Playability===
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.
The start positions are wrong. This is annoying. Also everyone will need to make them the same to play.
However it clearly has lots of potential for a good game once started. All the players would have to fight around and destroy there neighbours on land, and use air and sea to get the others, which could lead to all sorts of cool suprise attacks and so forth. The island in the middle, containing extra metal and great radar coverage, is a good place to get.
Only one real problem: there is not much room for a base around the outside. If you started there, you'd be at a disadvantage.


7/10
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=1032 here].
===Absolute Zero===


----
===Alaska===


== Lava Highground 2 - v1.0 ==
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain.  


Reviewed by aGorm
===Altored Divide===
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn't the best but who cares when it just plays so good!


=== Looks ===
BDCoolio: This map can get very porcy with all the steep ridges, but you only need to break through one entrance...
The map looks, at first sight, pretty good. The texture is maybe a little repetitive, but it's different. The ambiance is good (i.e. sky effects and lighting). In "normal mode" it all looks fine! Just nothing special...


However... The metal map is like somthing out of a funky light show. It's just green dots on the ground! They obviously meant to represent metal patches, but the time was not taken to add then onto the surface map. If they would have, I would forgive them but as they are--well they do look a bit off.
===Altored Earth===


8.5/10
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.


=== Playability ===
Snoob: Has to be played with shadows off, but it's good...though the textures are kind of lacking.
Here it scores above average... It's a simple concept, everything works well (as you'd hope in a second version...) No problems, except how easy it is to defend... Should 2 popup turrets and 4 imolators really be able to take down 100 mavericks? Not really... However the terrain does give that sort of great advantage to the defender; but a good attacker will be able to work around this!


Its biggest problem here is just size... It's tiny really. Had it been a little bigger I'd have said 8/10, but it has dropped to 6/10.
===Ancient Arena===


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=1011 here].
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA


----
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn't need to deal with.


== Destination: Mars ==
===Anglo-Saxon Starfish===


Map made by Buggi
Deci: Too much metal, otherwise a good combo of land and sea.


Reviewed by GenBlood
===Ashap Plateau===


=== Looks ===
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units' pathfinding and firing.


The map is of Mars the forth planet from the sun in the solar system. The
planet has large deposits of metal all over the map. The over all look of
the map is good and well layed out. The map size is 40x30 and was designed
for 8 players. This isn't meant for a 1 vs 1 game, unless you have a few
hours to kill. The overall look and feel is good and a must have in your
maps folder.


8/10
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built


=== Playability ===
===Ashpen===


This map has a lot of metal, so harvesting resources shouldn't be a big problem.
Gnome: Good, not too big and not too much metal. Wouldn't mind a slightly larger one with more topography, but it's still good.  
When choosing between solar or wind generators, you should select the wind
generators. They use less metal and build faster then solar at the start of the game. You should build metal storage units and energy storage units early in the game. It's better to have extra resources, in case you solar or wind generators get damaged during the game. The map is big but the resources are there. A good player can build alot of planes and ground units. You will need to build good round and air defenses early in the game, or the game will be over really quick. Also, having good team members on your side is a plus. They can help you build  your base, gather resources and send ally messages to help you out during the game. IMHO this is a good 4 or 6 player map. I haven't tried 8 players over the internet. Most likely you will have to be on a LAN to get 8 players on this map without any lag. Completely strange placement of metal <,<


6/10
===Atlantic===


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=998 here].
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.


----
===Azure Rampart===


== Volcano Island ==
Deci: Probably the most played FFA map, not much to say about this one.


Map made by aGorm
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.


Reviewed by GenBlood
===battle range 36Mo===


=== Looks ===
2 to 8 or 16 players?
one of the bigest map ever relesead,
its an huge plain with little woods
and accesibles moutains with rare big slopes ,
top are very strategic and really buildables,
its great map(without water)


The overall textures and placement of the trees are good. There isn't too many trees per island. The metal resources and geo vents per island our very good and well layed-out. This is a good 2 player map or a 2 vs. 2 map. There is four islands and lots of water. In the middle on the map there is a lot of metal. The first person or team that can control it will be hard to beat. The bottom line is the overall look and feel is good.
===BlackStar===


7/10
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.
=== Playability ===


When starting you have all the resources you'll need at your fingers tips. You can build on land and in the water. To get the most out of this map you will need to build on the land and in the water. This map will force people to build ships, in my opinion. If you are a good player you can win without building ships, but you will get more out of this map if you do both. The map can be played over and over. The key to winning is getting control of the center of the map to get the metal. Once you control the center, its a good chance you will win the game :) Playability of this map is good. It's a must have for your maps folder.
===Blue Planet===


7.5/10
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn't have an incredible amount of replay value. Smaller than I would like.


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=793 here].
===Brazilian Battlefield===


----
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it's somewhat smaller than I would have liked.


== Core Prime Industrial Area ==
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.


Map made by zwzsg
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.


Reviewed by GenBlood
===Bypass v1===


=== Looks ===
Peter: 6 player north vs. south map.  Each player gets 6 mex spots that each give ~2.6, and there's more metal in the middle.  So too much metal for many fewer players.  4 geo vents, two near the north and two right next to each other in the southeast.  mostly flat (and no chokepoints or hills that you could really hide behind).  The highways are a nice feature:  kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4).  You should see a flea fly on it!  Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/).  Large kbots move well, too, esp. the big spider kbots.  The road is much harder (less deformable) than all the other terrain.  No water.


A classic Core Contingency metal map converted for TASpring. It can play 6 players with room to spare. The textures and overall look reminds me of TA in the old days. The resources like metal and energy are well balanced. Converting maps isn't easy. It takes time to compile them and make sure they have the same feel as it orginal CC map. zwzsg, you did a great job on converting this map and I look forward to future maps from you.
stats:
  size: 16x16;  Description=2 Highways through hilly terrain;
8/10
  MinWind=10; MaxWind=22;  MaxMetal=0.87; ExtractorRadius=44;
  Gravity=100;        MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)


=== Playability ===
===Caldera===


Metal maps are different from other TASpring maps, like others you have the gather metal at certain locations. Most of the map can produce metal in some amount. Resource management on building ground units, planes and structures is important during the beginning of the game. Make sure you have lots of energy in the beginning. If you build too much at the start and don't manage your energy properly. You base building will slow down ''really fast''. I've made some bad choices on this map and got crushed really fast. I've learned from my mistakes and have improved my overall game play. Overall this is a kick ass map and it's a must have in your maps folder.
Deci: Basically a larger version of Ashpen


But the middle! <,< Awful for gameplay. If that was improved it would be worthy of 8-9 out of 10. For now...
===Castles===


2.5/10
Deci: the ultimate seige map, I don't play this one much anymore, but it is still fun sometimes when the game doesn't slow down.


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=720 here].
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.


----
2k4: HUGE metal in water


== Azure Rampart ==
Targ Collective: Excellent siege map, although the 'Lake of Gold' has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.


Map made by zwzsg
===Cathralda V10===


Map reviewed by GenBlood
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it's a little hard to gauge hill heights in the default TA view.


=== Looks ===
===Cliff Down===


This is a 5 player map has a very good design. The overall design is different then most TASpring maps. The metal and geo resources are available to the players. The geos more to the middle of the map. So, you will need to go and find them. Also, all the main starting postions of the commanders are marked. You might say, the locations are marked with letters A, B, C, D and stuff like that. I would say this is a very good looking maps.
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this
7.5/10


=== Playability ===
Gnome: Good metal layout, but it's so big that there's too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it's simply too damn big.


On this you really need to plan on what you are going to do. The metal resources could have been better, but you can make metal if needed. You will need to decide if its a ground or air battle. In the beginning resources will be tight. Most likely a air battle or the use of planes will be a big part in winning on this map. Nukes can be used, but they require '''a lot''' of resources to build them.
===Cliff Run===


I just finished a game with MOnG and 3 others and I used planes and nukes. Bottom line, I messed up :( I nuked a few of the players. I wasn't watching when I was typing and messed up. I nuked my based when I set a rally point. It was funny. Back to the review ...
Deci: too small to really play on.


I would say it's an "OK" map, but new players might not like the small area to build on. You have to have a good base layout. You must design your base to defend against a lot of planes. Managing your resources is a must on this map. If you build too fast you will run out of metal or energy and basically you will get crushed by a good player. In my opinion this map is a must have, but I don't see too many playing with it.
Gnome: I disagree. It's good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.


6.5/10
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=756 here].
===Coast to Coast Remake===


----
BDCoolio: A fairly faithful reproduction of the OTA classic, CtC Remake is a rather small 1v1 at only 8 x 4 and doesn't have quite enough metal for a sea battle. Still, it is a fun map for tiny sea engagements. Might be better with some metal in the water, but then it wouldn't be a remake, now would it?


== Mirage ==
===CometCatcher and Green Comet===


Map made by Neuralize
Deci: one of the much-loved maps, it isn't my personal favorite, but it's a solid map.


Reviewed by GenBlood
Min3mat: Godlike! accept no substitutues!


=== Looks ===
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.


This is a very good looking map. The metal is visual when looking over the terrain. The geos are placed in good locations all over the map. The mountain terrain textures look very good and they stand out. This is a very well layed out map for 4 players for a free for all (FFA) or teams. You should have no problem playing a 2 vs 2 or even a 3 vs 3 game. In my opinion this is a very
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original's still great.
good looking map and a good design.
7.5/10


=== Playability ===
Sehk: Popular, but not a group I enjoy much.


When you start on this map you have metal resources and geos at your finger tips. If you layout your base properly, you should be able to rush the enemy base before they get their defenses built. I forsee a lot of playability in this map. You can have a good 3 vs 3 on this map. The one hosting the game can have players postions be selected in the game. This will add another level of game
===Core Pyramid===
play to this map. You can have a 3 vs 3 game picking locations in the game, say team 1 on the top of the map and team 2 on the bottom of the map. Good team mates on a map like this can help build almost all types of structures on a map like this. I like nukes, anti-missile silos and Kroggie factories. Also, nukes can be used to stop large numbers rushing you. Like a offensive weapons against a rush attack. I would stay this is a must have for you maps folder. It's about 18 MB but it's worth the download time.


8.5/10
Deci: A map with actual low metal, these are rare goodies


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=811 here].
===CorrosivePits===


----
Deci: apparently there is a version 4 out for this map that I haven't played yet.


== XantheTerra ==
===Crossings_v4===


Map made by Shintahr
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun "push the middle" map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you're practically guaranteed a win.


Reviewed by Zoombie
===Crystal-Harbor===


=== Looks ===
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.
This map is gorgeous. The vistas and terrain are epic in scope and filled with grandeur, bringing mars to life. Only problem is that this grandeur is ripped to shreds when you build the first unit/building. Suddenly you realize that the epic canyons and tall mountains are actually very small, and then the map suddenly gets less cool. This is quickly remedied by either, A) getting [[MiniSpring]] or B) blowing some stuff up. The height map is well done, the terrain deformability works great, and the unit move speeds actually impacted game play!
7.5/10


=== Playability ===
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.


This map’s visuals are surpassed by its game play. The canyon that runs down the middle makes for a great tank protection. The metal placement is good and allows for your base to have some form of structure. Even though this map is vertically-challenged, it is at least '''big'''. Really big! So massive armies and huge bases are the name of the game here, and the ensuing firefights deserve some really cool music to go along with it. There is no sea to speak of, so your energies are best devoted to K-bots. The wide plains are good for tanks, but unfortunately they have trouble navigating the narrow, bumpy canyons that cut the map in half. The K-bot also gets a large move bonus in the canyons; which is great for a speedy attack. LRPCs reign supreme here, with every base being easy to reach and unprotected by cover. So destroy the enemy’s first or bring out the radar jammers! The last note I'd like to make is the fourth starting position is perfect for turtlers. A small island surrounded by canyons with enough room to pack in a bunch of guns. You still need to send some con units to the lower parts of the canyons for metal, but you are relatively safe from Goliaths and other large tanks. Be sure to have lots of air defense for those pesky brawlers, as small, tightly packed bases are perfect targets for these. It's about 6 MB  and it's worth the time to download.
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.


9/10
2k4: you might as well quit if you dont have the center on start


You can get the map [http://www.fileuniverse.com/?p=showitem&ID=1271h here]
===Crystal-World===


[[Category:Maps]]
Deci: Mex radius is far too small, it should be doubled or tripled at least.
 
===Desert Dunes===
 
Deci: too much metal, otherwise good
 
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)
 
===Dig Site===
 
===Egypt===
 
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.
 
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It's all about quick expansion baby.
 
Pintle: "Unfair" comments don't seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves
 
===Epic===
 
===EuroGreen===
 
Forboding Angel: Honestly, it's ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.
 
===EvergreenHaven===
 
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.
 
===Greenhaven===
 
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.
 
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.
Start spots for 10 players.  There's metal and geo vents for each player.  Too resource-rich for small games.
stats:
  size: 16x16; Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;
  Gravity=150;    MapHardness=200; MaxMetal=.32; ExtractorRadius=140; MinWind=8.3; MaxWind=17.4;
 
===Greenriver===
 
Min3mat: awesome. IMO the best water map out there
 
===Hamburger Hill===
 
Deci: Open-area tank warfare, barely deserves to be called a hill
 
===Hell's Pass===
 
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.
 
===Hill Haven===
 
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.
 
===Hills and Valleys===
 
Deci: a good vehicle and kbot map, I really don't know why this one isn't played more.
 
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.
 
===Island in the Sun===
 
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.
 
===Island Alpha===
 
Deci- decent 1v1 map
 
===Lava Highground===
 
Deci: extremely focused on the center, not sure if that's a good thing or a bad thing for this map
 
===Lava Rivers===
 
Deci: Only one land route is generally bad for gameplay
 
===Lowland Crossing===
 
BDCoolio: This 1v1 map has a good look to it - I like the mix of land/hills/water. Unfortunately, it's set up to be a major porc-fest with the sections of deep water in the middle. Of course, porcers will love it. I highly recommend it for new players due to its small size (6 x 8) and clearly defined chokepoints.
 
===Mars===
 
===Martian Desert===
 
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either.
 
===Monopoly===
Snoob: Funny until you see the metal.
 
===MoonQ10
[[Category: Maps]]

Latest revision as of 19:10, 13 March 2010

If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.

Normal Maps

2 Lakes

Peter: a nice 1v1 map. 3 mex spots near each start location give a total of ~5 metal. The underwater pair gives another ~5, and the peninsula spots also total ~5.

The main asymmetry is that there is land above the water at the north end, and some kbots can walk through. (as opposed to the south end, where the water goes all the way to the edge of the map.) The water is deep and steep, so there are no spots to ford the river with non-amphibious units. A transport will be important. Some of the hills might be too steep for hovercraft, but they could come up the river. Definitely an interesting map.

stats:

 size: 10x10;  Description=Made by CW83, Wind:1-25;
 Gravity=130; TidalStrength=10;  MaxMetal=0.8;  ExtractorRadius=60;

2 Valleys

Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.

4 skulls

Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.

FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.

Absolute Zero

Alaska

AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain.

Altored Divide

Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn't the best but who cares when it just plays so good!

BDCoolio: This map can get very porcy with all the steep ridges, but you only need to break through one entrance...

Altored Earth

Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.

Snoob: Has to be played with shadows off, but it's good...though the textures are kind of lacking.

Ancient Arena

Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA

Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn't need to deal with.

Anglo-Saxon Starfish

Deci: Too much metal, otherwise a good combo of land and sea.

Ashap Plateau

--Egarwaen 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units' pathfinding and firing.


Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built

Ashpen

Gnome: Good, not too big and not too much metal. Wouldn't mind a slightly larger one with more topography, but it's still good.

Atlantic

Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.

Azure Rampart

Deci: Probably the most played FFA map, not much to say about this one.

Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.

battle range 36Mo

2 to 8 or 16 players? one of the bigest map ever relesead, its an huge plain with little woods and accesibles moutains with rare big slopes , top are very strategic and really buildables, its great map(without water)

BlackStar

Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.

Blue Planet

Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn't have an incredible amount of replay value. Smaller than I would like.

Brazilian Battlefield

AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it's somewhat smaller than I would have liked.

--Egarwaen 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.

--Erom The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.

Bypass v1

Peter: 6 player north vs. south map. Each player gets 6 mex spots that each give ~2.6, and there's more metal in the middle. So too much metal for many fewer players. 4 geo vents, two near the north and two right next to each other in the southeast. mostly flat (and no chokepoints or hills that you could really hide behind). The highways are a nice feature: kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4). You should see a flea fly on it! Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/). Large kbots move well, too, esp. the big spider kbots. The road is much harder (less deformable) than all the other terrain. No water.

stats:

 size: 16x16;  Description=2 Highways through hilly terrain;
 MinWind=10; MaxWind=22;   MaxMetal=0.87; ExtractorRadius=44;
 Gravity=100;         MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)

Caldera

Deci: Basically a larger version of Ashpen

Castles

Deci: the ultimate seige map, I don't play this one much anymore, but it is still fun sometimes when the game doesn't slow down.

--Egarwaen 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.

2k4: HUGE metal in water

Targ Collective: Excellent siege map, although the 'Lake of Gold' has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.

Cathralda V10

--Egarwaen 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it's a little hard to gauge hill heights in the default TA view.

Cliff Down

Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this

Gnome: Good metal layout, but it's so big that there's too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it's simply too damn big.

Cliff Run

Deci: too small to really play on.

Gnome: I disagree. It's good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.

--Egarwaen 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.

Coast to Coast Remake

BDCoolio: A fairly faithful reproduction of the OTA classic, CtC Remake is a rather small 1v1 at only 8 x 4 and doesn't have quite enough metal for a sea battle. Still, it is a fun map for tiny sea engagements. Might be better with some metal in the water, but then it wouldn't be a remake, now would it?

CometCatcher and Green Comet

Deci: one of the much-loved maps, it isn't my personal favorite, but it's a solid map.

Min3mat: Godlike! accept no substitutues!

Forboding Angel: Too damn flat. Heightmap needs to be redone badly.

--Egarwaen 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original's still great.

Sehk: Popular, but not a group I enjoy much.

Core Pyramid

Deci: A map with actual low metal, these are rare goodies

CorrosivePits

Deci: apparently there is a version 4 out for this map that I haven't played yet.

Crossings_v4

--Egarwaen 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun "push the middle" map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you're practically guaranteed a win.

Crystal-Harbor

Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.

If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.

All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.

2k4: you might as well quit if you dont have the center on start

Crystal-World

Deci: Mex radius is far too small, it should be doubled or tripled at least.

Desert Dunes

Deci: too much metal, otherwise good

FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)

Dig Site

Egypt

Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.

Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It's all about quick expansion baby.

Pintle: "Unfair" comments don't seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves

Epic

EuroGreen

Forboding Angel: Honestly, it's ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.

EvergreenHaven

--Egarwaen 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.

Greenhaven

Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.

Peter: OTA-style metal spots each give 1.3. No water, ground covered by bumps. Start spots for 10 players. There's metal and geo vents for each player. Too resource-rich for small games. stats:

 size: 16x16; Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;
 Gravity=150;    MapHardness=200; MaxMetal=.32; ExtractorRadius=140; MinWind=8.3; MaxWind=17.4;

Greenriver

Min3mat: awesome. IMO the best water map out there

Hamburger Hill

Deci: Open-area tank warfare, barely deserves to be called a hill

Hell's Pass

Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.

Hill Haven

FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.

Hills and Valleys

Deci: a good vehicle and kbot map, I really don't know why this one isn't played more.

Diesel: A most excellent map that has all the elements of a good map and none of a bad one.

Island in the Sun

FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.

Island Alpha

Deci- decent 1v1 map

Lava Highground

Deci: extremely focused on the center, not sure if that's a good thing or a bad thing for this map

Lava Rivers

Deci: Only one land route is generally bad for gameplay

Lowland Crossing

BDCoolio: This 1v1 map has a good look to it - I like the mix of land/hills/water. Unfortunately, it's set up to be a major porc-fest with the sections of deep water in the middle. Of course, porcers will love it. I highly recommend it for new players due to its small size (6 x 8) and clearly defined chokepoints.

Mars

Martian Desert

Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either.

Monopoly

Snoob: Funny until you see the metal.

===MoonQ10