Map Reviews: Difference between revisions

From Spring
Jump to navigationJump to search
m →Playability: - corrected grammar
Min3mat (talk | contribs)
No edit summary
Line 1: Line 1:
<!-- 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. -->


{| cellspacing="0" cellpadding="0" style="clear:right; margin-bottom: .5em; float: right; padding: .5em 0 .8em 1.4em; background: none;"
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.
__TOC__
|}


Anybody please feel free to add reviews to this section, or add to existing ones - latest reviews first.
4B Facility:


If you don't understand how to edit this PM aGorm!
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.


== Bionica v3.1 (FINAL) ==
Alaska:


Reviewed by aGorm
Ancient Arena:
Deci- I have heard that this is an excellent FFA map, though I myself do not normally play FFA


===Looks===
Anglo-Saxon Starfish:
[[Image:Map-bionica-minimap.png|right]]
Deci- Too much metal, otherwise a good combo of land and sea.
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
Appleville Two:


===Playability===
Ashap Plateau:
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
Ashpen:


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


----
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.


== Lava Highground 2 - v1.0 ==
Azure Rampart:
Deci- Probably the most played FFA map, not much to say about this one.


Reviewed by aGorm
BallerBurg:


=== Looks ===
Battle Lines:
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.
Blue Planet:


8.5/10
Brazilian Battlefield:


=== Playability ===
Clear a Ditch:
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.
Caldera:
Deci- Basically a larger version on Ashpen


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=1011 here].
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.


----
Caustic Realm:


== Destination: Mars ==
Cliff Run:
Deci- too small to really play on.


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


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


=== Looks ===
Core Prime Industrial Area:
-FizWizz The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.


The map is of Mars the forth planet from the sun in the solar system. The
CorrosivePits:
planet has large deposits of metal all over the map. The over all look of
Deci- apparently there is a version 4 out for this map that I haven't played yet.
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
County Crossing:


=== Playability ===
Crust:


This map has a lot of metal, so harvesting resources shouldn't be a big problem.
Crystal-Harbor:
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
Crystal-World:
Deci- Mex radius is far too small, it should be doubled or tripled at least.


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=998 here].
Death Valley:


----
Dueling Bases:


== Volcano Island ==
Dueling Forts:


Map made by aGorm
Duggans Metal Map:


Reviewed by GenBlood
Duggans Metal Map Two:


=== Looks ===
Egypt:


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.
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.


7/10
Fizzy Lakes:
=== 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.
Foothill Basin:


7.5/10
Foothills:


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=793 here].
Gods of War two remake:


----
Grassy Paradox:


== Core Prime Industrial Area ==
Greenhaven:
Deci- one of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.


Map made by zwzsg
Hamburger Hill:
Deci- Open-area tank warfare, barely deserves to be called a hill Razz


Reviewed by GenBlood
Hell's Pass:


=== Looks ===
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.


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.
Hills and Valleys:
Deci- a good vehicle and kbot map, i really don't know why this one isn't played more.
8/10


=== Playability ===
IceArena:


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, your 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.
Icebergs:


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


2.5/10
Island Alpha:
Deci- decent 1v1 map


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=720 here].
Island Hopping:


----
King of the Castle:


== Azure Rampart ==
Lava Highground:
Deci- extremely focused on the center, not sure if that's a good thing or a bad thing for this map


Map made by zwzsg
Lava Rivers:
Deci- Only one land route is generally bad for gameplay


Map reviewed by GenBlood
Marshlands:


=== Looks ===
Martian Desert:


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.
Metal Isles:
FizWizz Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.
7.5/10


=== Playability ===
MetalHeck:


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.
MicroMetalAlpha:


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 ...
Monolith NaAr:


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.
Mountain Seige:
Deci- a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.


6.5/10
-FizWizz I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.


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


----
Nightscape:
Deci- a personal favorite of mine, this map manages to feel huge even though it isn't.


== Mirage ==
Oki River:
Deci- this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.


Map made by Neuralize
PCB:


Reviewed by GenBlood
Painted Desert Remake:
Deci- no qualms with this one, solid map


=== Looks ===
Pathways of Destruction:
Deci- now weighs in at only 15 meg!


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
Pax Prime:
good looking map and a good design.
Deci- an interesting map simply because of it's color
7.5/10


=== Playability ===
Plains and Passes:
Deci- this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.


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
Forboding Angel: Nice map, too much metal imo. If I don't have over 300 metal income by the end of the game on this map I've done something wrong.
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
Proving Grounds:


You can get the map [http://www.fileuniverse.com/?page=showitem&ID=811 here].
Rainbow Land:
Deci- as far as I can tell, this is a joke map Razz


----
Redhaven:
Deci- rarely played because Greenhaven is easier on the eyes.


== XantheTerra ==
River Dale:
Deci- excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.


Map made by Shintahr
Road to War:
Deci- my map, so I don't think I can comment Razz


Reviewed by Zoombie
Rockies:


=== Looks ===
Rolling Hills:
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 ===
Rush Hour:


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.
Rusted Divide:


9/10
Scrap Metal:


You can get the map [http://www.fileuniverse.com/?p=showitem&ID=1271h here]
Shore to Shore:
-FizWizz I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.


[[Category:Maps]]
Snowscape:
 
Sparewood:
 
Speedymetal2:
 
Splintered 4x4:
Deci- Absolute annihilation units cannot cross the fords, and therefore it doesn't get played by a very large chunk of spring's players. The speed boost on the ford is also a bit rediculous.
 
Spring-Islands:
 
Stone Bridges:
 
Sunken Outpost:
Deci- an often-played ffa or team map, would be a bit linear if it weren't for the water
 
Swamp Island:
Deci- mohos cannot easily be placed on the metal, making this map a bit of a pain to play
 
The Highlands:
 
The Pass:
 
The Abyss:
Deci- Giant filesize makes this one a pain to download
 
-FizWizz Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.
 
The Cold Place:
Deci- works for teams or FFA
 
Tidal War:
 
Tri-Vega:
 
Valles Marineris:
 
Valley of Death:
 
WideOpenCombat:
 
Windswept Desert:
 
XantheTerra:
 
Acid Bridge:
 
AcidQuadratic:
 
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
 
Core Pyramid:
Deci- a map with actual low metal, these are rare goodies
 
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 =)
 
Grad:
 
Green River:
 
Omega:
 
Tendril Mountain:
Deci- another of my maps, it has way too much metal and I plan on fixing it eventually
 
Volcano Island:
Deci- subs have some difficulty getting though certain areas, should be changed

Revision as of 22:36, 6 January 2006

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.

4B Facility:

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.

Alaska:

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

Anglo-Saxon Starfish: Deci- Too much metal, otherwise a good combo of land and sea.

Appleville Two:

Ashap Plateau:

Ashpen:

Asteroid-Dilo:

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.

BallerBurg:

Battle Lines:

Blue Planet:

Brazilian Battlefield:

Clear a Ditch:

Caldera: Deci- Basically a larger version on 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.

Caustic Realm:

Cliff Run: Deci- too small to really play on.

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

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

Core Prime Industrial Area: -FizWizz The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.

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

County Crossing:

Crust:

Crystal-Harbor:

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

Death Valley:

Dueling Bases:

Dueling Forts:

Duggans Metal Map:

Duggans Metal Map Two:

Egypt:

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.

Fizzy Lakes:

Foothill Basin:

Foothills:

Gods of War two remake:

Grassy Paradox:

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

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

Hell's Pass:

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.

IceArena:

Icebergs:

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

Island Hopping:

King of the Castle:

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

Marshlands:

Martian Desert:

Metal Isles: FizWizz Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.

MetalHeck:

MicroMetalAlpha:

Monolith NaAr:

Mountain Seige: Deci- a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.

-FizWizz I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.

Mountain Range:

Nightscape: Deci- a personal favorite of mine, this map manages to feel huge even though it isn't.

Oki River: Deci- this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.

PCB:

Painted Desert Remake: Deci- no qualms with this one, solid map

Pathways of Destruction: Deci- now weighs in at only 15 meg!

Pax Prime: Deci- an interesting map simply because of it's color

Plains and Passes: Deci- this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.

Forboding Angel: Nice map, too much metal imo. If I don't have over 300 metal income by the end of the game on this map I've done something wrong.

Proving Grounds:

Rainbow Land: Deci- as far as I can tell, this is a joke map Razz

Redhaven: Deci- rarely played because Greenhaven is easier on the eyes.

River Dale: Deci- excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.

Road to War: Deci- my map, so I don't think I can comment Razz

Rockies:

Rolling Hills:

Rush Hour:

Rusted Divide:

Scrap Metal:

Shore to Shore: -FizWizz I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.

Snowscape:

Sparewood:

Speedymetal2:

Splintered 4x4: Deci- Absolute annihilation units cannot cross the fords, and therefore it doesn't get played by a very large chunk of spring's players. The speed boost on the ford is also a bit rediculous.

Spring-Islands:

Stone Bridges:

Sunken Outpost: Deci- an often-played ffa or team map, would be a bit linear if it weren't for the water

Swamp Island: Deci- mohos cannot easily be placed on the metal, making this map a bit of a pain to play

The Highlands:

The Pass:

The Abyss: Deci- Giant filesize makes this one a pain to download

-FizWizz Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.

The Cold Place: Deci- works for teams or FFA

Tidal War:

Tri-Vega:

Valles Marineris:

Valley of Death:

WideOpenCombat:

Windswept Desert:

XantheTerra:

Acid Bridge:

AcidQuadratic:

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

Core Pyramid: Deci- a map with actual low metal, these are rare goodies

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 =)

Grad:

Green River:

Omega:

Tendril Mountain: Deci- another of my maps, it has way too much metal and I plan on fixing it eventually

Volcano Island: Deci- subs have some difficulty getting though certain areas, should be changed