Beren Hurin
The Vanguardians
1302
|
Posted - 2013.08.29 20:00:00 -
[1] - Quote
You can really start to see their progression in map design with each map:
1.0- Ashland: 5 points. Lots of exposure in the red lines, plenty of verticality. No sockets. Nothing changes from one map to the next. Still a fairly small play area. A mix of open fronts and bottlenecks meant nearly any weapon could find a viable application somewhere on the map.
1.1- Line harvest: 4 points. Still none of the objectives change. Really gives the sense of there being a defender and attacker. However, it is the first map to employ small and medium sockets but at the starting points in the redline. Additionally some of the sockets that exist (C&D) and the middle table, were medium sockets that they were testing out for playability in future maps. First 'tower defense' map. Play often devolves into a merry-go-round style trading of objectives, or a tower dominance test.
1.2- Manus Peak: 3 points. B is a medium socket and A is a small. They stealth added new sockets over time on this map. Small sockets were rotated at starting locations, and were used for balance testing in ambush maps. Minimal cover means this map becomes a training ground for snipers, counter snipers, and zerg-attacking.
2.0- Skim Junction: 5 points total. 3 points on large socket (outposts) and 2 outside. The first map to feature a large socket. New challenges for balancing and new roles for vehicles on a more 'urban' setting. Some, but not all, medium and small sockets rotate on the outside objectives and secondary installations. Strategy often revolves around domination in the outpost, and then temporarily capturing outside objectives.
2.1- Spine Crescent: 5 points. 2 Points on large socket. 2 points on two separate medium sockets (that could rotate). 1 point on a static objective (the bridge). More scattered small sockets on the outskirts, helpful for counterattacks and recovering from redlines. Each objective presents unique opportunities for establishing a fortified defense, and for flanking from multiple directions. 3 outside objectives means that bunkering in the city and winning is more difficult. Mobility, vehicles and AV become much more important in this map.
2.2-Iron Delta: 4 pts. 2 pts in large socket, 2 pts outside. A team must balance infantry, AV, point defense, mobility, and vehicle use more than nearly any other map here. The tower game can also be played with up to 5 separate towers that dropships can deploy on to bombard many parts of the map. One of the most balanced games as the redline flanks a single objective for each team and two secondary small sockets provide a CRU or supply depot with cover outside of the easier to defend medium sockets and outpost. |