Heres todays post! The 4 player maps were a treat!
Tartarus Damn (4)
Sps
http://forums.relicnews.com/showthread.php?t=53954
Placing the critical objective on a position where only jumping units can access them makes for some fun gameplay. Unfortunately the pathways on the rest of the map are so tight that units have a great deal of difficulty moving around on them.
Crimson Beach (4)
Hybris
http://forums.relicnews.com/showthread.php?t=55361
Really enjoy the concept behind the map. With such an open map layout however, theres really no interesting areas to defend or alternate pathways to consider.
The Stand I (4)
KaoT
http://forums.relicnews.com/showthread.php?t=53697
The defensive bases are fun, but the circular paths are far too small. Once taken, the points on top of the spires are never contested because of the time it takes to get up there. More effort could have been put in to make the map stand out visually as well.
St Mathias Bridge (4)
Star Wars Kid
http://forums.relicnews.com/showthread.php?t=52106
Very balanced map, good 2v2 team game. The use of different types of cover in the blasted areas encourages the player to choose their approach wisely. Nicely arted up.
Relicthunt (4)
Diego
http://forums.relicnews.com/showthread.php?t=55192
Reminiscent of the Tainted Pair set of maps, limited chokepoints and resources make it a tough map to play. Could use more visual detail.
Apocalypse Later (4)
Ryilo
http://forums.relicnews.com/showthread.php?t=53052
Though this map has a unique layout with the placement of the player starting points, it suffers from its size and lack of usefulness. Perhaps if this was a smaller map the idea would work much better.
Tesseract Valley (4)
Kap
http://forums.relicnews.com/showthread.php?t=55145
A singular and linear path leading towards both bases makes games played on this map very predictable. At the same time it’s a unique experience, and building up masses of guys can be fun.
huntings (4)
dark_dracko
http://forums.relicnews.com/showthread.php?t=55284
Uneven strategic point distribution leads to a very unbalanced play experience. This map could also use a lot more attention to its visual appearance, some more time spent with texture changes, and mountainous areas that are too high would greatly help.
Archon IV (4)
Acturas
http://forums.relicnews.com/showthread.php?t=54483
Urban map with a lot of attention to detail given to all of the map, looks great! Layout is complicated to get your head around as there are no real easily identifiable land marks, and the high number of tight pathways can hurt when combat ramps up.
Icefields (4)
Abyss
http://forums.relicnews.com/showthread.php?t=51909
A good effort at doing an ice based map, the texture use is pretty good across the board, but more attention could have been paid to better identifying pathways. Dramatic changes in elevation adversely affect the declination of the camera making it confusing to scroll around.
Emerald Hills (4)
Rsebasti
http://forums.relicnews.com/showthread.php?t=53108
Starting positions on this map are way too close to each other, everything feels very claustrophobic and difficult to maneuver.



