Influences on Map Favorites

General Discussion
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Whenever new ladder maps are released, we often see a variety of reactions. Every map is liked or disliked by someone out there for different reasons. What ultimately influences each player’s opinions can vary. Which brings us to the main question at hand.

What has the biggest influence on determining how much you like a map?

With the options provided there are a few things that you may consider. Do you find that more interesting maps have a big influence on your enjoyment? Or is it solely based on your personal winning percentage? Can a cool looking map stand out as a favorite despite other faults? Can you love a map that you find difficult to play on, if it produces fun matches to watch in tournaments?

We'd love to hear everyone's thoughts on this topic.
What has the biggest influence on determining how much you like a map?
Poll ended on Aug 18, 2014
I've always been into art style myself
I wish there was less focus on 4p maps. Blind buildorder wins are pretty boring.
2player map
Well, personally I prefer standard gameplay over "cool features", because those tend to end up like on Deadwing.
My enjoyment from maps comes solely from how games play out on them. If I have to struggle to wall off and fight my way to take my own third, I don't like it. I would prefer maps that have wide passages and many flanks. Of course, this is my zerg speaking. If I were terran, I would like accessible third bases, with chokes and many defensive positions, and large bases for more production. Protoss wants really really tight passages and easy to take bases.
I voted other. The main requirement for me is that the map has as little randomness as possible. That includes possible spawning locations, ability to get succesfull scouting in and so on. Examples of maps I didn't like for this reason were alterzim stronghold (you couldn't scout at all and because the spawning locations weren't fixed there was no way to have a solid early game in ZvP and ZvZ on this map). Nimbus is another example. Because it is a 4 player map, if the opponent spawns cross from me it is almost impossible to get overlords in places where I can actualy scout with them. As ZvP and ZvZ are largely about early game scouting maps like this involve a lot of randomness as oppose to skill which can be really frustrating.
I like maps that have like one main pathway to your opponent´s base, I find that some maps have to many (Catallena for example). I don´t like maps with a lot of dead space around the main and don´t like maps that you can blink into the main from a lot of directions. I also don´t like big maps, makes TvP very random!
08/14/2014 12:26 PMPosted by Nightmare
Well, personally I prefer standard gameplay over "cool features", because those tend to end up like on Deadwing.


This pretty much...

I don't mind 'unique features' but there is a line not to cross. The most obvious example is Deadwing. Being able to siege tanks behind the rocks in Deadwing for 100% guaranteed free damage is extremely, extremely bad design.

I'm more on the standard side when it comes to map. Maps that 'look cool' are a plus and I don't mind some unique features, but most of the time those unique features break the game like on Deadwing with the rocks and on Alterzim and Nimbus with the free bases...
08/14/2014 12:27 PMPosted by MoonRise
I voted other. The main requirement for me is that the map has as little randomness as possible. That includes possible spawning locations, ability to get succesfull scouting in and so on. Examples of maps I didn't like for this reason were alterzim stronghold (you couldn't scout at all and because the spawning locations weren't fixed there was no way to have a solid early game in ZvP and ZvZ on this map). Nimbus is another example. Because it is a 4 player map, if the opponent spawns cross from me it is almost impossible to get overlords in places where I can actualy scout with them. As ZvP and ZvZ are largely about early game scouting maps like this involve a lot of randomness as oppose to skill which can be really frustrating.

This is definitely one of the bigger things for me as well.

I've been 9-scouting on Deadwing a lot just so I can actually get there in time to see anything. ._.
The most important aspect is balance in all match-ups. After that it's fun game play.
Art style is a major factor for me. Enough of the dark, dreary maps please.

Edit: And yes, more 2 player maps.
It's all of those things together. The most important thing is that the map doesn't seem unfair. For example, the original version of Deadalus Point was really, really good for Zerg in ZvP. Likewise, Yeonsu, Heavy Rain, and Polar Night were really good for Protoss in PvT. It's okay if one race has a small advantage on a map, but that advantage shouldn't be overwhelming.
08/14/2014 12:25 PMPosted by RoboTazRise
2player map
absolutely the standard gameplay. standard gameplay is fair for both players which makes it enjoyable to watch. when you have gold resource nodes, random chokes, unfair cliffs, and other such advantages that skew the map in favor of another race it's never fun to play on or watch for the race that gets screwed.
Having a good mix of maps in the pool is the best. As long as we able to keep the ability to veto maps we do not like, things should work out fine. Personally I like last seasons map pool much more than this seasons but I do think those maps were better for Zerg than these current maps.
I personally like maps where you can play standard on. I like watching those unique features in tournament play but I hate having to deal with them myself.
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BaseTradeTV's map intro. HOI HOI HOI
As long as they're not too crazy I think I prefer maps with an art style that I like. Cloud kingdom, Polar Night and Foxtrot Labs are what comes to mind for me off the top of my head.
Holy crap I want that poll feature.

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