by Lieutenant Lich » 07 Aug 2017, 07:11
Burial mounds is pretty good, favors navy, air and drops, nukes and gameenders if the game goes on for long.
Daroza's Sanctuary should be an interesting 2v2 map, would be nice to see it remade into a 3v3 with two players dueling in the middle over an Aeon city (fortunately the mass from there isn't significant so you won't have ACUs rush mid instantly).
Roanoke Abyss - atm it's mostly used for Phantom but left vs. right 2v2 or top vs. bottom 3v3 should be interesting. Although again, hoverspam can get annoying to deal with.
Point of Reach (Plasma_Wolf's original and Cookie's remake) is also a good map where all of navy is useful, air control is important. in the adaptive version it is possible to steer away from conventional playing and have epic 1v1s on the islands with 2 players
Australia - a 20x20 map that has seen <200 plays, I think, because it's not symmetrical (Nevertheless, the mex count and the reclaim are balanced). This map is kinda like Emerald Crater with the exception that it's for teamgames and t2 navy can do a lot of damage if it gets in the rear. T1 spam can be powerful but t2 and t3 will be reached every game.
Conflict 4v4 - a 20x20 map made by Morax. Never played it but it should be very interesting - navy is vital as is winning the central island and keeping air control.
Eridani - a 10x10 1v1 map by Farmsletje, needs testing. From the outside it looks good and interesting with expansions and not so many mexes.
Stella Maris - a 4v4 map with a lot of options - naval spam, t2 rush, drops, TML snipes, air snipes, com drops, comwalks, etc
Sung Island - should be interesting for FFAs, maybe for phantom.
The Dark heart - interesting for 2v2v2 or just 2v2.
The Ditch - a 20x20 map where t3 units and eco are a must.
Wonder open NA - this version of wonder is really underplayed, the open 5v5 and 6v6 versions are played daily as is the original wonder but the open NA version isn't played
Cauldron... I would argue that it's not that good since all teamgame maps where each player has a narrow lane have a lot of turtling. By turtling I don't mean 1-2 PDs, by turtling I mean a serious firebase build by a t2/t3 com with shields, TMD, PD and AA. That happens often on Canis and in the middle on Wonder (Although it can be avoided), as well as on some other maps (all maps with choke points don't count as having lanes).
Lake Arokh is 5x5 so t1 hover is very strong there. Because of that not too many want to play it.