Hawkei wrote:I have an idea for a map. Make it unequal proportions with 5x20km (or 5x40km). With each of the players spawning at the far ends of the map. It is a river canyon with cliffs on either side and down it's middle there is a narrow river. Expansion mexes are mostly clustered at defensible locations along it's length. The sheer distance to be covered should itself make the map interesting. Yet the playable area should still be fairly limited, with a tug-o-war style of gameplay. Supporting and reinforcing an army over these distances will become the real challenge.
terrible idea. I wouldn't waste my time on that one, if I were you.
The key to a good map is a good balance between predictability and variety of options. There is a sweet-spot. Like in chess. You know which moves your opponent can possibly make, but you don't know exactly which one of those he is going to choose. This has as an emergent effect a mind game that makes the fun.
The moves of chess, on maps corresponds to LANES for the most part. That is why maps with few lanes are boring, and maps without any lanes are boring too.
Lanes can also be connecting, like on Syrtis Major... or like I did on Regor.