As mentioned in my other post, here is the first post with all the 2p maps, and the lone 3p map tucked into the endLook for the 4p maps tomorrow around the same time!
Isle of Chaos (2)
dark_dracko
http://forums.relicnews.com/showthread.php?t=55364
Though its small size hints at hectic and fun fighting, limiting the players options to 2 chokepoints mean the battles are too predictable. Being unable to move troops to capture a points near the players base can also be very frustrating.
Abandoned Faith (2)
vs322
http://forums.relicnews.com/showthread.php?t=52782
Great map, interesting layout of critical objectives and relics, reasonably good use of a small amount of space, unfortunately some pathways are too narrow.
Peaceful City (2)
Ryilo
http://forums.relicnews.com/showthread.php?t=53160
Good urban map, doesn’t feel like there are quite enough points to fight over in the middle of the map. With so many buildings visibility can be an issue. Many pathways into base make for some fun choices, and interesting use of small objects and impassibility lead to some good strategic choices.
Spaceport (2)
Star Wars Kid
http://forums.relicnews.com/showthread.php?t=52019
Nicely symmetrical map, with visual elements that lend it to being a enjoyable experience. Layout of the map though is fairly straightforward, with many areas appearing as though its possible to move units there when it isn’t.
Sand Storm (2)
monorail
http://forums.relicnews.com/showthread.php?t=51932
Possibly the best looking map of the entries, with the new texture set and great looks, its bareness is made up for. The bareness however lends to a very simple strategic game that lacks depth due to its openness.
The Trenches (2)
Schragnasher
http://forums.relicnews.com/showthread.php?t=54067
Fairly fun map that is probably too heavily balanced in favor of jumping units. A singular path drives units to always clash on the same front, detracting from a players strategic options.
Chaos Temple (2)
Cerebrus
http://forums.relicnews.com/showthread.php?t=52206
The linear layout of the map limits a players options throughout the game. Though jumping units can play a role, which is good, they aren’t in a position to dominate a map. Games usually resolve with the player who can rush the center position the fastest winning. Artistically its simple but powerful, love the blood!
Catalyst (2)
Dr2_ShadowHand
http://forums.relicnews.com/showthread.php?t=54055
A good effort at making use of a small map size. The resource points are located in such a fashion as to discourage combat over them, which is disappointing. The relic, once taken, is likely to never change hands (especially if its taken by an Eldar player). Love to see this map with the strategic points placed in more contested areas.
Bridge Too Far (2)
Rendy.[CZech]
http://forums.relicnews.com/showthread.php?t=52367
A great map, good looking, unique layout, its obvious that a lot of work has gone into bring this map up to a high level of visual quality. Starting areas are a little cramped, and strategic locations could have been placed in more combative positions.
The Relic of Agrivatus (2)
MrTarot
http://forums.relicnews.com/showthread.php?t=52326
An interesting map that suffers from the small paths and lack of identifying terrain pieces. Placement of the trees hampers the players ability to see where their units are or where they need to move to.
Thanatos City (2)
DER_julu
http://forums.relicnews.com/showthread.php?t=55150
Very straightforward design, though it facilitates the fluff of the idea nicely. Impassibility map makes squads continually split up as they are moving across the map, which is really frustrating for both players.
Iron Storm: Kerisus Corridor (3)
Phrackwulf
http://forums.relicnews.com/showthread.php?t=55028
Woah fog! Though this is an interesting map, it doesn’t play well in multiplayer due to such stringent setup requirements. Cool idea though.


Look for the 4p maps tomorrow around the same time!


