by FunkOff » 03 Jul 2012, 16:05
There aren't a lot of common design principles because, unlike in starcraft where all player starting areas on all maps are very similar (one or two entrance ramps, easy second expansion) there's little taken for granted in FA. There's even that one map (I forget the name) where all players spawn underwater in the center of a large lake. It's really quite unique.
However, there are a few things that, when reviewing maps, I usually point out for map authors to correct:
-Army spawn beacons should always alternate numbers and sides of the map. That is, so that the auto-team function "Even vs Odd" produces logical teams. Example in Open Palms, the upper left 3 spawns are all odd and the lower right 3 spawns are all even.
-Terrain features should be limited in height. Maps that have excessively high mountains, peaks, walls or other terrain features commonly interfere with players' camera movements, cause aircraft to collide with terrain, and block indirect fire weapons from shooting over them (up to and including nukes).
-Cliffs should look like cliffs. This is to say, areas that are impassible should look impassible (darker, marked with cliff-edge stickers) and places that look passable should be passable. There's little more annoying that having no idea where you units can and can't go.
-All mass/hydros should be fairly distributed. This is essential, but the map should be balanced so that each player has a fair shot. In virtually all circumstances, this means that wrecks, mex and hydros should be evenly distributed across teams, and should be mostly fairly distributed across individual spawns too.
-All mass/hydros should be usable. Unfortunately, mex/hydros can't be built when terrain is uneven, and it's pointless/frusterating to seem mass points/hydros that you cannot build on for these reasons. They should be avoided.
-Lastly, AI markers. A lot of players love to play vs AI. Sorian AI can sometimes do okay without AI markers, but AI markers greatly improve the experience when fighting any AI. Maps should include AI markers.