I do believe I made a mistake when I did not clarify that my definition of "best" implies "well-balanced" and "competitive".
This poll will tell you which maps are liked/hated the most.
Kick Out 4v4 Maps
I would say that thread is much more "which 4v4 map do you dislike" than "which 4v4 map is well designed". I do, however, have a small request: could you get me a picture of the tactical map of your map (6-8) Arnhem?
There are three types of play style in COH2:
1. Playing against the all knowing cheating AI. You want a lot of choke points so the cheaters cant sneak around behind you. People tend to use bridges a lot in comp stomp maps. Bots get confused by cutoff points.
2. Low Skill players. Similar to 1, you want choke points and strong places to put MGs and mortars. Many low skill players want to make a line of defense and mortar away at each other until tanks and artillery hit the field. These players dont care about cutoffs.
3. High skill players. These players hate choke points and strongholds that can house an MG and stop any attacks. These players prefer more open maps with more sight blocker objects that allow people to move freely and flank easily. These people play automatch only so they will never see your map. Cutoff placement is crucial.
Personally, Redball has the best of all three play styles. The placement of fuel and VPs on the left and right sides pulls all initial fights to those points. There are a few sight blockers around those points so you can try to get around your opponent (Hay, trees, etc). If you are getting overwhelmed you can move to the middle and try to fortify that area. Which is nice because you get both munition points in the mid. Which is important for teching and late game arty. If you can push hard enough in mid you can get behind and flank your opponent as well. Almost the entire game happens very close to the middle of the map and usually ends with a massive arty tank battle in the mid to get the last VP. There are two domination buildings but they only cover the VPs, not important points like cutoffs or fuel. Redball also leaves nice open areas away from midline to allow massive armies to place units, tanks, etc. Some high level players hate this map because it can stall out late game and you end up having a TYPE 2 battle. MGs, ATs, and Artillery. But to me this map forces you to use every unit type you have available to you. You cant just blob OP infantry and win.
Well said, thank you for your input on map design.
If I understood your point correctly, you would say that a well-designed, competitive map has:
- several "lanes" of combat separated by sight blockers or sheer space
- well-designed cut-offs
- few buildings
- open areas to flank