This is both a critique of Norfair and an explanation of how I judge maps and think they should be made.
Map Layout The number of mexes and their layout on the map as well as the amount of reclaim and its placement on the map. Is the map symmetrical and balanced? Other gameplay factors like plateaus, islands, water, etc.I rate Norfair 10/10 in this category. Perfect number of mexes and perfect amount of reclaim. The location of expansions allows for variety in gameplay and strategies.
Aesthetics Is the map pleasing to look at? Do the textures and decals pop in and out at appropriate times? Do the textures and decals enhance the experience of playing the map or add unnecessary visual noise and clutter?
I rate Norfair 4/10 in this category. This is a pretty subjective category so I don't think it matters that much. I don't like the bright red textures and lava decals, and I think there is too much visual noise in the textures and decals on the terrain.
Terrain Are there unnecessary layers and elevation changes on the map? Do they: make it hard to place structures, cause pathfinding issues, allow units through unforseen pathways, block unit shots, mess with air units, or make it unclear where long range/artillary/missle units will be capable of shooting?
I believe that maps in this game must be constructed with distinct layers of perfectly flat terrain and if those layers are to be connected with eachother it must be done with clearly visible and well made ramps. If you put the game into cartographic view and look at maps like Loki, Regor VI Highlands, Abhor, Hollow, and Twin Rivers you can see they are made in this way. Because of this, these maps don't really have pathfinding issues, you have no trouble placing down your factories, you can clearly see where units can and cannot go, and you never have to worry about your units shooting into the ground. You never have to expend any effort fighting against the terrain. If you want to make some pretty mountains or whatever they must be separated from the playable area by a clear and steep edge, not blended into the map.
Norfair is not constructed in this way. It seems like the main priority is having lakes and big mountains that look nice and realistic and then having them gradually blend into the playable area of the map. That means there are no distinct layers of flat space on the map. Everything is some gradual slope that is leading into a giant mountain or a giant hole. This inevitably causes issues with gameplay. I'm sure you spent countless hours working on the terrain and trying to optimize it for gameplay, but it just isn't possible. The terrain must be in clear layers, that is just a reality of creating maps for this game. It isn't meant to be a work of art or realistic depiction of the world, it is just a game board.
I rate Norfair 5/10 in this category. Map not constructed as layers. Far too many elevation changes in the playable area of the map. A few places where units can sneak through that are unintentional or unclear. But despite these things the map is still pretty playable.
Textures Do the textures on the map clearly communicate useful information such as elevation changes, buildable/passable terrain, reclaim locations, and any other useful gameplay information?I rate Norfair 6/10 in this category. It is not super clear where ramps are located and what terrain is passable or not, but it could be a lot worse. Patches of reclaim are not marked with textures. The reclaim overlay can help to locate mass reclaim, but I still think maps should mark it with a texture. Tree groups can usually not be seen with the reclaim overlay so they definitely need to be marked, but this is not relevant to Norfair as it has very few tree groups.
Some diagrams I made in mspaint:
https://imgur.com/zTf76vThttps://imgur.com/rWaCBet