MapsBalance
Making properly balanced maps
So, you're making a map. But how much resources should it have?
Don't regard this as of little relevance! This is very important!
All units in unit sets are balanced assuming that, for example, metal is x harder to get than energy. If your map has, for example, too much metal, units that cost more onto the metal side than energy side become unbalancedly cheap.
Resource Standards
When making maps, these are the standards for resources:
Metal:
- The amount per normal metal extractor is between 0.7 and 3.0
- The amount of total metal in all patches, when beeing extracted by normal metal extractors, is about 10~20 per player, assuming each player is controling the same amount of map.
Energy:
- The amount of tidal energy is almost always 20
- The amount of solar energy is almost always 20
- The amount of wind, is usually 1(min)~25(max) or some other min~max values that average between 7 and 13
- The amount of geothermals available to each player never goten to have a real standard but most maps have between none up to 3 or more
Standards are just that, standards, and you don't HAVE to follow them. But it's better not to go too overboard with resources or use diferent standards very frequently.
Taken from the forums, SJ, former lead developer of Spring and an extremely skilled player said:
I think you can go lower than that. Many popular TA maps like GOW,GPP had about 10-20 metal per team (GOW was like 7-8 metal per team + some stones). Some others like PD had a bit more but then the metal is so spread out that its hard to keep 1/4 of the map extracted.
In almost all cases, less metal = more strategy. Too little metal is always better than too much.
Gravity
When making maps, the standard gravity is 140. If you decide to use a value much higher value, units that fire balistic projectiles (cannons) may not be able to fire their projectiles at the intended range. Be sure to test your map alot before releasing it if you are going to change the gravity drastically.