What happened to them all? Some of my favorite matches ever happened on these kinds of maps.
Especially in BTB, outside of the defaults, every single forge map seems to be based around the standard two base or mirror image layout.
I know the community seems to always point out how ultra competitive it is, but you don’t need to have a completely mirrored map to have a good time in this game.
Basically, needs moar unique maps.
Otherwise, I guess I’ll be holding out for the new Invasion map stuff, at least that will feed me for a bit.
Every map that isn’t under the name Zealot, Countdown, or Anchor 9 is asymmetrical.
Asymmetrical maps are much harder to balance than roughly symmetrical maps. if you give one team a base you need to allow the other team to spawn in cover, which is made easier by making a second base. You also have to have equal access to power weapons and vehicles, which is harder to fine tune on an asymmetrical map.
> Every map that isn’t under the name Zealot, Countdown, or Anchor 9 is asymmetrical.
battle canyon?
ridgeline?
imago?
pulse?
renova?
affinity?
think twice?
asylum?
select?
chateu?
synapse?
kingdom?
mt lam lam?
rasu?
asphalt?
renegade?
trident?
wayont?
abridged?
supersition?
paradiso?
utopia?
all the griffball maps … ?
all these maps are aysmmetrical?
> > Every map that isn’t under the name Zealot, Countdown, or Anchor 9 is asymmetrical.
>
> battle canyon?
> ridgeline?
> imago?
> pulse?
> renova?
> affinity?
> think twice?
> select?
> chateu?
> synapse?
> kingdom?
> mt lam lam?
> rasu?
> asphalt?
> renegade?
> trident?
> wayont?
> abridged?
> supersition?
>
> all these maps are aysmmetrical?
Non-forged maps. Battle Canyon and Ridgeline are very asymmetrical.
> Non-forged maps. Battle Canyon and Ridgeline are very asymmetrical.
you said every map, that includes forged maps.
ridgeline is inverse symmetrical, the only difference is one side has a cliff, the other side a wall, battle canyon is symmetrical with slight aysmmetry in structure but is considered to be symmetrical.
> > Non-forged maps. Battle Canyon and Ridgeline are very asymmetrical.
>
> you said every map, that includes forged maps.
>
> ridgeline is inverse symmetrical, the only difference is one side has a cliff, the other side a wall, battle canyon is symmetrical with slight aysmmetry in structure but is considered to be symmetrical.
Giant arch on BC says otherwise. Also the tops of the bases. And weapon layout.
For Ridgeline, one side has a waterfall. I rest my case.
> Non-forged maps.
Asylum is a forged map, but it is a built-in one.
> Giant arch on BC says otherwise. Also the tops of the bases. And weapon layout.
> For Ridgeline, one side has a waterfall. I rest my case.
You are being petty in your definition of symmetric.
> > > Non-forged maps. Battle Canyon and Ridgeline are very asymmetrical.
> >
> > you said every map, that includes forged maps.
> >
> > ridgeline is inverse symmetrical, the only difference is one side has a cliff, the other side a wall, battle canyon is symmetrical with slight aysmmetry in structure but is considered to be symmetrical.
>
> Giant arch on BC says otherwise. Also the tops of the bases. And weapon layout.
> For Ridgeline, one side has a waterfall. I rest my case.
i already said about ridgline, one side is cliff the other side is wall, wall has waterfall and cliff has a waterfall, just one enters the map and the other leaves, ridgeline terrain layout and base set up is built inverse symmetrically, this makes it symmetrical, the little aesthetic details doesn’t make it aysmmetrical when they don’t effect gameplay, unlike asylum yet, asylum is still considered to be symmetrical.
battle canyon is designed to paly symmetrical so its mroe or less considered symmetrical as well, though there are a lot of aysmmetrical designs the over gameplay of the map is meant to be symmetrical so its considered to be symmetrical, most people think that it is actually symmetrical because of the base to base gameplay.
you should only ever use “i rest my case” when you have a perfectly solid argument that doesn’t have a strong counter, yet, you throw it around everywhere even when you’re completely wrong …
> > Giant arch on BC says otherwise. Also the tops of the bases. And weapon layout.
> > For Ridgeline, one side has a waterfall. I rest my case.
>
> You are being petty in your definition of symmetric.
MLG Columbus. That is all.
> > Non-forged maps.
>
> Asylum is a forged map, but it is a built-in one.
Asylum is asymmetrical.
> > > Non-forged maps. Battle Canyon and Ridgeline are very asymmetrical.
> >
> > you said every map, that includes forged maps.
> >
> > ridgeline is inverse symmetrical, the only difference is one side has a cliff, the other side a wall, battle canyon is symmetrical with slight aysmmetry in structure but is considered to be symmetrical.
>
> Giant arch on BC says otherwise. Also the tops of the bases. And weapon layout.
> For Ridgeline, one side has a waterfall. I rest my case.
I consider asymmetrical (or one-sided maps if you prefer) to be maps such as Relic, Last Resort, and Headlong. Maps with unique layouts throughout the playspace that are not mostly mirrored for both sides other than little cosmetic/geometry changes.
Those are the kind of maps I see a lack of.
> > > > Non-forged maps. Battle Canyon and Ridgeline are very asymmetrical.
> > >
> > > you said every map, that includes forged maps.
> > >
> > > ridgeline is inverse symmetrical, the only difference is one side has a cliff, the other side a wall, battle canyon is symmetrical with slight aysmmetry in structure but is considered to be symmetrical.
> >
> > Giant arch on BC says otherwise. Also the tops of the bases. And weapon layout.
> > For Ridgeline, one side has a waterfall. I rest my case.
>
> I consider asymmetrical (or one-sided maps if you prefer) to be maps such as Relic, Last Resort, and Headlong. Maps with unique layouts throughout the playspace that are not mostly mirrored for both sides other than little cosmetic/geometry changes.
>
> Those are the kind of maps I see a lack of.
Forgers nowadays have lost all of their creativity.
> MLG Columbus. That is all.
I don’t follow MLG, so your statement is meaningless to me. If that is all, then that is nothing.
> Asylum is asymmetrical.
Then so is your logic.
> Forgers nowadays have lost all of their creativity.
Which is a shame really, since I feel those types of maps often stand out more.
> I don’t follow MLG, so your statement is meaningless to me. If that is all, then that is nothing.
What he’s trying to say is: if you knew anything about Beaver Creek on a competitive level then you’d know it was significantly asymmetrical, with red being the much more powerful side - the same is with Asylum, where abnormalities in it’s symmetry (such as blue team’s carbine) can be abused very easily and lead to an unfair advantage.
> > Forgers nowadays have lost all of their creativity.
>
> Which is a shame really, since I feel those types of maps often stand out more.
Indeed. Look at the community-made maps in the playlists and you’ll see that they’re almost all symmetrical.
People take the easy route and make something that’s symmetrical and therefore easy to balance - what’s really interesting and fun is trying to balance an asymmetrical map.
> > Every map that isn’t under the name Zealot, Countdown, or Anchor 9 is asymmetrical.
>
> <mark>battle canyon?</mark>
> <mark>ridgeline?</mark>
> imago?
> pulse?
> renova?
> affinity?
> think twice?
> asylum?
> select?
> chateu?
> synapse?
> kingdom?
> <mark>mt lam lam?</mark>
> <mark>rasu?</mark>
> asphalt?
> renegade?
> trident?
> wayont?
> abridged?
> supersition?
> <mark>paradiso?</mark>
> <mark>utopia?</mark>
> all the griffball maps … ?
> all these maps are aysmmetrical?
All the ones I highlighted ARE asymmetrical, although some of them DO use the “identical bases” format.
BTW, grifball maps should ALWAYS be symmetrical.
On topic: I do agree with you, though, that we need more attack-defend objective asymmetrical maps, like High Ground (has anyone remade that yet?).
> > > Every map that isn’t under the name Zealot, Countdown, or Anchor 9 is asymmetrical.
> >
> > <mark>battle canyon?</mark>
> > <mark>ridgeline?</mark>
> > imago?
> > pulse?
> > renova?
> > affinity?
> > think twice?
> > asylum?
> > select?
> > chateu?
> > synapse?
> > kingdom?
> > <mark>mt lam lam?</mark>
> > <mark>rasu?</mark>
> > asphalt?
> > renegade?
> > trident?
> > wayont?
> > abridged?
> > supersition?
> > <mark>paradiso?</mark>
> > <mark>utopia?</mark>
> > all the griffball maps … ?
> > all these maps are aysmmetrical?
>
> All the ones I highlighted ARE asymmetrical, although some of them DO use the “identical bases” format.
>
> BTW, grifball maps should ALWAYS be symmetrical.
>
> On topic: I do agree with you, though, that we need more attack-defend objective asymmetrical maps, like High Ground (has anyone remade that yet?).
battle canyon yea, i just threw it in because it a lot of people consider it to be symmetrical, the rest you highlighted are symmetrical, what isn’t symmetrical is the default forgeworld terrain that they’re built on but what was added to that terrain is built in a symmetrical manner.
> > > > Every map that isn’t under the name Zealot, Countdown, or Anchor 9 is asymmetrical.
> > >
> > > <mark>battle canyon?</mark>
> > > <mark>ridgeline?</mark>
> > > imago?
> > > pulse?
> > > renova?
> > > affinity?
> > > think twice?
> > > asylum?
> > > select?
> > > chateu?
> > > synapse?
> > > kingdom?
> > > <mark>mt lam lam?</mark>
> > > <mark>rasu?</mark>
> > > asphalt?
> > > renegade?
> > > trident?
> > > wayont?
> > > abridged?
> > > supersition?
> > > <mark>paradiso?</mark>
> > > <mark>utopia?</mark>
> > > all the griffball maps … ?
> > > all these maps are aysmmetrical?
> >
> > All the ones I highlighted ARE asymmetrical, although some of them DO use the “identical bases” format.
> >
> > BTW, grifball maps should ALWAYS be symmetrical.
> >
> > On topic: I do agree with you, though, that we need more attack-defend objective asymmetrical maps, like High Ground (has anyone remade that yet?).
>
> battle canyon yea, i just threw it in because it a lot of people consider it to be symmetrical, the rest you highlighted are symmetrical, what isn’t symmetrical is the default forgeworld terrain that they’re built on but what was added to that terrain is built in a symmetrical manner.
Paradiso and Utopie (he said Utopia but I don’t think that map exists) are asymmetrical, that is not arguable. One team’s base (I do not remember which colour) is much easier to spawn-trap.