TD Map Pool.

Suggestions for changing or adding maps.

Discussion about the game and its default mods.
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AoAGeneral1
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TD Map Pool.

Post by AoAGeneral1 »

Was watching a stream of some guys having fun vs the AI and was reminded of the map pool the game starts with. Please post a list of desired maps you guys would like to see in the map pool.

If you can since we want to keep the map pool a little on the small side suggest maps to replace ones that you like better or ones that are better then listed.

I will provide one : http://resource.openra.net/maps/12745/

Replace the current Deterring Democracy with the Revised one. Better tiberium spread and less blue on the map. The blue on the map is in more contested spots and very little in the starting.

Replace Island Duel with the new one: http://resource.openra.net/maps/11822/

This new one fixes the spawn points on the current one so the player can build next to the 2nd tib field.

Irnub
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Post by Irnub »

I've enjoyed making a few maps for TD, but I wouldn't consider myself anything like an expert player.. Nonetheless -

There are maps in the official pool that are nice-looking or well made, but that I'm no particular fan of in terms of gameplay as they are a little chokey or tend toward more static games.. though in fairness, to remove any map with many choke points would reduce the variety in the pool, apart from the obvious point that this is all more or less subjective anyway.

The official maps should also tend more toward being well-detailed and attractive rather than sparse or abstract as these will tend to appeal more to new players, I think. A few more jungle maps would work well too as there was no jungle theatre in the original Westwood releases, and this will enforce a sense of 'newness' and novelty for the Openra version.

There is something of a paucity of 4v4 maps, and some additions in that category would be welcome, esp. given the popularity of big team games in the community.

Suggestions for addition:

1v1:

Tropic Thunder by Echo of Damnation: http://resource.openra.net/maps/17456/

Echo of Damnation has uploaded several maps to the resource centre lately and they are all really beautiful, aesthetically pleasing creations. Just from scanning over them in the editor, some may look a bit better than they play, but they're on a really excellent level in terms of the way that they're put together. This one is a low tib jungle map.

2v2:

-Crazy Canyon V2 by V: http://resource.openra.net/maps/17239/

Not played it, but this is a really cool looking map. River has multiple crossings, Tib fields should encourage expansion and it looks about open enough to allow some maneuver.

Riverside Frontline 02 by Marn: http://resource.openra.net/maps/12844/

Balanced, open, nice looking.

Sustain by roland kaiser: http://resource.openra.net/maps/16116/

Smallish, simple map with central tib trees that fill in new fields over the first minutes of the game.

3v3:

Inversion by pulse: http://resource.openra.net/maps/12882/

Tib layout can produce a strong 'frontline' across the centre which is mostly open.. Doesn't really encourage expansion except perhaps as a base push, but this is part of it's concept.

Back to Basics by pulse: http://resource.openra.net/maps/13423/

Very simple, clear map that encourages fast, fun games.

Ghost Valley by pulse: http://resource.openra.net/maps/13034/

Another that I've not played, but this has a cool 'theme' - a valley of destroyed buildings, with some visceroid creeps populating the central strip. Trees are placed in a visually appealing way, not too chokey, encourages expansion.

Aridification by Insert Name: http://resource.openra.net/maps/11820/

Open map. Nice 'desert' look and feel.

4v4:

Valley of Gold by myself: http://resource.openra.net/maps/15647/

Part of me wants not to suggest something which I have created.. But, here you go. Large, balanced, relatively sheltered starting areas, an open centre and narrow routes for flanking along the north and south.

Warchild by Echo of Damnation: http://resource.openra.net/maps/17178/

Playable as a 4v4 or a 2v2v2v2. Centre is a bit busy which restricts movement and I'd like to see it cleared out a little for that reason, but some good detailing and overall layout.

Suggestions for removal:

-Crossing the Rubicon
Sparsely detailed and tends to produce long, static games.

-Into the Valley Below
Good looking but very chokey.

-Simple Chord
Concept is fine, but strikes me as a little under-done and all of the trees in the middle are too samey.

Instant Karma
Nice looking, but there's only three crossings over the central river and no tiberium forward of the starting locations - not really to my taste.

Break of Day:
Torn about suggesting this as a removal as it is a beautiful looking map, but there are no zones for expansion, very limited options for flanking and there are many very narrow sections as well. There is an open-ish area in the north, but it doesn't really have an equivalent in the south.

Apologies for the wall o'text, ha - regards.

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AoAGeneral1
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Post by AoAGeneral1 »

For the 1v1 map http://resource.openra.net/maps/17456/ I would actually like to replace Profit Over People. Its extremely imbalanced, has choke points, and turns into a middle fight fest of who can expand to the center first and hold it.

I agree with http://resource.openra.net/maps/11820/ to replace Into the River Below. To much choke and the top side base has an advantage of having players next to each other without a divide.

Not 100% convinced with back to basics however http://resource.openra.net/maps/13423/ as it used to promote base crawling in the previous releases.

Ghost Valley is a possible http://resource.openra.net/maps/13034/ its more open up then some of the other maps. But it needs to replace another 3v3 map.

Inversion also follows the format of base creeping http://resource.openra.net/maps/12882/ as the central line in the center would prevent units from crossing. Popular in the day for using mass AGTs and artillery units.

Both http://resource.openra.net/maps/15647/ and http://resource.openra.net/maps/17178/ seem like good choices. Valley of Gold can replace Crossing the Rubicon. Its a very VERY bad map. Games often turn into "Cross the border and steal their blue tiberium or face 3 hours of tower defence." Agreed. Warchild I would like added but it needs to replace a 3v3 map. Simple Chord is actually a popular choice (Even by the constant players) that pops up once in awhile. Trees are in the way but its widely open and the sides conflict. Very rare for a map to have conflictions on the sides and none in the center.

Instant Karma is a choice new players like to go down with. Not at all a good map but players joining ORA for the first time often pick this map.

This map http://resource.openra.net/maps/17239/ could replace Break of Day. Its a map new ORA players jump into but the thing that kills this map is the extremely small and choke hazard paths. If it wasn't for this the map would be good.

The other two maps: http://resource.openra.net/maps/12844/ || http://resource.openra.net/maps/16116/ are good choices in itself but need more map suggestions of its player type. (2v2)

I can ask the devs of what sort of limit they like in their map pool. I think it was something along the lines of having different map authors rather then every map in the pool made by one person.

CampinJeff
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Post by CampinJeff »


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AoAGeneral1
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Post by AoAGeneral1 »

AlphaJuniIV is a good map and would like to add it. Unfortunately it has advanced customs in it and must be removed before added. (Which prevents the yamls from breaking when the game is updated)

http://resource.openra.net/maps/17219/ can replace The Sentinels map. Sentinels map is good but it has limited tiberium with little expansions and chokepoints.

Plan B is another good one and I used to play this one quite a bit. I still havent asked the devs on a map limit though but its possible it may not make it in due to Norman having quite a lot of maps in the 1v1 section already.

http://resource.openra.net/maps/16907/ could replace Minus Two. Its a good map but I dislike the shared tiberium field for the right side and the left side gets their own fields.

To Hot seems good to need to have a closer look at it as I don't remember much of the map. Also need to find a map to replace.

I like http://resource.openra.net/maps/13265/ as well but having a bit of a hard time finding a map replacement for this one.

Again I need to check with the devs. Will ask a few days after new years (because work hates me)

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AoAGeneral1
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Post by AoAGeneral1 »

Giving this a bump. Will be adding to updates later in the week.

klaas
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Post by klaas »

After playing a few TD games, probs to all the mapmakers. TD has so many good 2vs2, 3vs3 and even 8+ player maps. Replacing some of the current maps in the mappool seems like a very good idea.

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AoAGeneral1
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Post by AoAGeneral1 »

If you want some good large player maps with an amazing atmosphere try http://resource.openra.net/maps/18459/

Its a modified tileset though so it can't be added to the official pool. But still fun

1v1 version here too.

http://resource.openra.net/maps/18460/

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Norman_
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Post by Norman_ »

improved the alpha juno map and removed the ra watchtower shp

http://resource.openra.net/maps/18591

http://resource.openra.net/maps/18612
Image

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AoAGeneral1
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Post by AoAGeneral1 »

Good stuff. Ive seen this map a few times actually and a bit popular.

I am able to add a few maps into the official pool. So currently some of the ones where I mentioned I would like to replace those maps I think I will leave a few in (With the exception of some off balancing ones).

If we can I would like to have a few more in different sizes and authors. Don't want to see to nothing but one author type maps in the pool list lol.

I could use a few more of everything (1v1 - 6v6 etc)

STUKA
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Post by STUKA »

There are some maps in the official map pool that are true and proven classics:
Aggressive Tendencies (1v1), Avocado (though I personally hate it), Dead in Motion 2 (1v1), Deterring Democracy (both 1v1 & 2v2), Island Duel (1v1), Pirates and Emperors (1v1), Two Ponds (1v1), Escalations (2v2), Hegemony or Survival (both 2v2 & 4v4[!]), Manufacturing Consent (2v2), Mt. Nukebait (2v2), Haos Ridges (3v3), Simple Chord (3v3), Tiberium Garden II (3v3), Vectors of Battle (3v3), Pressure (4v4).
- hotbox and Morbid should stay, despite their apparent flaws -

Other maps in the pool are played less (at least by me and to a degree by others) but they are not bad maps in themselves:
Lost Souls (1v1), Sandstorm (1v1), Sea and Cake (1v1), The Sentinel (1v1), Instant Karma (2v2), Minus Two (2v2), Lessons from Kosovo (2v2), Llamas (2v2 & 3v3), Rogue States (2v2), Treasure Island (2v2), White Acres (2v2), East vs West (3v3), Nullpeter (4v4).

While others seem more dubious and silly, or just plain bad:
Chokepoint (1v1), Profit over People (1v1), The Hourglass (1v1), Break of Day (yuck), Necessary Illusions (?v?), Tiberium Oasis (fun map, but hardly ever played), Into the River Below (3v3), Crossing the Rubicon (4v4).
The maps from this last category, if you ask me, could be removed from the pool.

So that would leave us with three new 1v1 maps, three 2v2 maps, one 3v3 and one 4v4.
First off the 4v4 and 3v3. I would propose adding Irnub's Valley of Gold (4v4) and Normans Alpha Juno (3v3). Difficult choice with Pulse' Control and Chaos (3v3) though, so I would get rid of Llamas (3v3) or East vs West (3v3) to add this gem to the official maps. Now on to the 2v2 maps. I would like Sin's Ping Pong Bay (2v2), Psydev's Necessary Illusions (2v2) and Norman's Sustain (2v2).
I would like to give suggestions of 1v1 maps, but the bug has fucked up my maps in the selection so I cant view them properly :cry:

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AoAGeneral1
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Post by AoAGeneral1 »

Going to be updated the Island Duel map by Insert Name for the spawn fixes and the revision of Deterring.

At this time going to hold off on the map pool until after release. Been noticing some players using the maps in the pool for bot maps.

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