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Statalyzer
04-04-2007, 06:15 PM
I actually haven't played RA2 online since mid-February, but there are a few obvious ones I remember.

Little Big Lake - Bottom is definitely better than Top due to the cliff and (mostly) gems being closer.

Pinch Point - Right has an extra nearby orefield that they seemingly just forgot to put on Left.

Hammer & Sickle - TR and BR are both better than either Left position. TR can move to gems, and BR gets the bridge bug where he can repair the blown wooden bridge but the other side can't.

Psycho Ninja
04-05-2007, 10:46 AM
I have noticed this. There is one city map I cant remember, but if playing 4 players, there are 3 bases close together and one far away from them. The three together would naturally wipe each other out while the remote base got to build itself up.

SgtRicko
04-10-2007, 12:21 AM
I like realistic maps - they tend to provide life-like handicaps or advantages to players, and the terrain usually tends to be more challenging and tactical as well.

Statalyzer
04-10-2007, 02:00 AM
I noticed last week that Siberian Wastes is a bit odd. The R and L sides are balanced in total ore, but in a 1v1 or 2v2 positioning is huge. For example, Middle Left is fairly close to gems and within easy reach of several large ore patches, but Bottom Left although also close to gems has to stretch a lot more for extra ore, and Top Left gets critically short of resources and is quite far from gems.

I have noticed this. There is one city map I cant remember, but if playing 4 players, there are 3 bases close together and one far away from them. The three together would naturally wipe each other out while the remote base got to build itself up.

Are you talking about DC Uprising perhaps?

truefeel
04-10-2007, 08:15 AM
-DC is imbalanced. TR is very close to gems and ore in the park+close to tech outpost and tech airfield. That spot is also secure from naval attacks.

-Heck is also imbalanced with the "lame" spots. BR and BL can't stretch as smooth as the other players to the bottom + the player on the lowest cliff can stretch so simple to middle

-dry heat: spot 1 can't his refinery close enough to the gems. A big disadvantage if you know that your miner has to travel almost the double then the miners of the other players.

if you ask me, most of the maps have here and there some imbalances.

Statalyzer
04-12-2007, 12:13 PM
Yeah, Heck is definitely imbalanced in a tvb 1v1 or 2v2 because the top guy can get gems so much more easily.

-DC is imbalanced. TR is very close to gems and ore in the park+close to tech outpost and tech airfield.

ML is just as close to the tech airfield. The TR advantage is - like you said - they can secure the outpost. From there they build their base right up to the gems and then easily outproduce everyone.

That spot is also secure from naval attacks.

But the spot is also prevented from launching naval attacks. In a 2v2, the ally of TR is always in danger of facing a 2v1 in the naval war, which helps the opponents because if they both build navy, neither of them has to build as much as if they were on their own, so they can devote more resources to the land war.

Psycho seemed to imply (IF he's talking about DC Uprising, which he might not be) tha the "island" spot is overpowered. That's not really true because, although it does have the advantage of being easiest to defend, it is also very easy to cut off from the gems in the middle.

TR and Island is probably the best combo for your team to have, because the lack of gem-stretching abiility by Island is compensated for by TR's easy ability to control the gems, so then the defensability of the Island comes into play a lot more

TR and ML is also very good for a team because they are assured of the airfield, and both can stretch to gems easier than either of the two opponents.

So TR and BR together against Island and ML is probably the fairest way to do teams, although the side with TR still has a slight advantage. In that situation if you are Island, you should bring starting tanks up to help ML secure the airfield against TR, because even though you aren't that close, you can still get there faster than BR can. If ML can take and hold the airfield it's an even game.

truefeel
04-12-2007, 01:16 PM
ML is just as close to the tech airfield. The TR advantage is - like you said - they can secure the outpost. From there they build their base right up to the gems and then easily outproduce everyone.

If you ask me, TR is just a little closer to it.

But the spot is also prevented from launching naval attacks. In a 2v2, the ally of TR is always in danger of facing a 2v1 in the naval war, which helps the opponents because if they both build navy, neither of them has to build as much as if they were on their own, so they can devote more resources to the land war.

When have you such a situation, TR can still always build from his teammates CY to the water. Though going naval is not really needed on DC; you can defend yourself from a dread/carrier with a few units.

Psycho seemed to imply (IF he's talking about DC Uprising, which he might not be) tha the "island" spot is overpowered. That's not really true because, although it does have the advantage of being easiest to defend, it is also very easy to cut off from the gems in the middle.

yes, indeed. good point. That island is easily been cut off or he has to move his MCV right after he placed his WF or so on the island, which is very risky.

TR and Island is probably the best combo for your team to have, because the lack of gem-stretching abiility by Island is compensated for by TR's easy ability to control the gems, so then the defensability of the Island comes into play a lot more

TR and ML is also very good for a team because they are assured of the airfield, and both can stretch to gems easier than either of the two opponents.

I prefer the second: TR and ML, b/c then the team has the middle, which is oh so important.

So TR and BR together against Island and ML is probably the fairest way to do teams, although the side with TR still has a slight advantage. In that situation if you are Island, you should bring starting tanks up to help ML secure the airfield against TR, because even though you aren't that close, you can still get there faster than BR can. If ML can take and hold the airfield it's an even game.

That's risky to do for the island. If BR gets to know it, he can choose to attack the base at the island, which has absolutely no tanks there. True: TR gets then in a 2 vs 1 situation, but he might be able to camp with his tanks behind fodder and sentries/pills, depends on how many starting units there are. If none, IMO, TR gets then the airfield if he's fast and his dog on guard and his engie don't get eaten.

Dracaveli
04-12-2007, 05:52 PM
I wouldnt say they are imbalance, but instead say they offer a greater degree of difficulty, which is always a good thing.

truefeel
04-13-2007, 02:06 AM
The best maps are the most fair ones. No one likes to loose b/c of an imbalance, or like you want to say: "a greater degree of difficulty".

crystal_sword
04-15-2007, 06:40 AM
IMO, when making the game, the strategies that are used to day were not in mind when they made the game.

Thats why some "Unfairness" in the maps was inevitable. Like TOE. I highly doubt they thought people would build on the bottom hill, or any hill for that matter.


I do agree though some maps are just weird.

Like Pinch Point.

Anyway, its just a game, so no need to get carried away :)

truefeel
04-15-2007, 08:22 AM
Agreed that they didn't had those strategies in mind, BUT do remember that maps like Little Big Lake, Pinch Point and Heck Freezes Over were already in RA2. So when making the patches for RA2 are at the very least with the making of YR, they could had fixed it, b/c by then I'm sure they knew about it. Maps only for YR could had been fixed with patches.

I also don't get carried away, I find it only as hame that EA didn't paid much attention at updating and balancing both games:( .

Zancloufer27
04-15-2007, 08:33 AM
I would have to say the BEST 1v1 map (IMO) is Loaded Barrel. No real advantage to either player, and the four oil/player insures longer games.

Soviet779
04-15-2007, 10:29 AM
ToE is i think, dont remember but one side has an advantage over the other.

truefeel
04-15-2007, 12:12 PM
Lol, don't talk about TOE. most ****ty official map

Statalyzer
04-15-2007, 05:18 PM
The map is not so much the problem as it is the way people play the game.

prefer the second: TR and ML, b/c then the team has the middle, which is oh so important.

True.

That's risky to do for the island. If BR gets to know it, he can choose to attack the base at the island, which has absolutely no tanks there. True: TR gets then in a 2 vs 1 situation, but he might be able to camp with his tanks behind fodder and sentries/pills, depends on how many starting units there are.

I've never seen BR rush across the bridges with his starting tanks. If he does, he's in big trouble. Against competant defense he won't remove Island from the game, but then Island and TR can combined to easily remove him from the game.

If none, IMO, TR gets then the airfield if he's fast and his dog on guard and his engie don't get eaten.

There's really no way to ensure against a dog getting eaten.

truefeel
04-16-2007, 09:26 AM
There's really no way to ensure against a dog getting eaten.

Not to ensure, but atleast decreasing that it gets eaten. Dogs on guard already have more chance of surviving and have even more when the opponent cannot see them (b/c the dog arrived already and the opponents dog still need to uncover the shroud and so the opponent will not see the dog).

I've never seen BR rush across the bridges with his starting tanks. If he does, he's in big trouble. Against competant defense he won't remove Island from the game, but then Island and TR can combined to easily remove him from the game.


Attack his only miner and then try to blow up his CY. Yes, it's a suicide mission, but if it worked, the island has done. The only thing island can do is making stationary defences and infantry, which are avoidable.

Statalyzer
04-17-2007, 04:51 PM
Attack his only miner and then try to blow up his CY. Yes, it's a suicide mission, but if it worked, the island has done. The only thing island can do is making stationary defences and infantry, which are avoidable.

They aren't completely avoidable, plus Island can and should bring his tanks back ASAP, and then he and his mate can turn on the now-defenseless BR who will then really be done because he will lose his entire base. With equally skilled players it will be very tough to kill the miner and the CY both, Island's tanks will be only about 10 seconds behind TR's if he reacts right away.

It's true on any team game that rushing an enemy with your starting tanks just because his tanks are out scouting is usually a mistake.

truefeel
04-18-2007, 12:45 AM
They aren't completely avoidable, plus Island can and should bring his tanks back ASAP, and then he and his mate can turn on the now-defenseless BR who will then really be done because he will lose his entire base. With equally skilled players it will be very tough to kill the miner and the CY both, Island's tanks will be only about 10 seconds behind TR's if he reacts right away.

It's true on any team game that rushing an enemy with your starting tanks just because his tanks are out scouting is usually a mistake.

He can't bring his tanks back inmediately. And if his mate also goes with him, TR can attack TL. Gimme 10 seconds and I kill an ore miner and a CY with 5 starting tanks. True that it is difficult to escape then from the island, but do remember BL has by then enough time to make infnatry to garrison buildings. Island will also though, and that makes it alot more difficult, but not impossible. It would be alot more difficult to attack BL, b/c he had more time to make infantry and garrison things

Statalyzer
04-18-2007, 05:27 PM
TR can't attack ML. ML can head down to the North side bridge. If he sees TR's tanks coming, then he can still beat them back to his own base from there. If they don't come, he should send a couple down to help pwn BL.

Gimme 10 seconds and I kill an ore miner and a CY with 5 starting tanks. True that it is difficult to escape then from the island, but do remember BL has by then enough time to make infnatry to garrison buildings. Island will also though, and that makes it alot more difficult, but not impossible. It would be alot more difficult to attack BL, b/c he had more time to make infantry and garrison things

But BL would also have 0 tanks to help defend him, whereas Island would have his 5 to help defend - delayed, yes, but BL wouldn't have them at all. Killing a miner and CY before Island's tanks come back is very difficult.

Also, if BL is much more difficult to attack, then he has spent much more money than Island did. At this point the ML/Island combination outnumbers TR 8 to 5 or maybe even 9 to 5 in tanks, and their side also has a money advantage.

I'll repeat: rushing with starting tanks is almost always a dumb idea against an equally skilled player, on any map.

truefeel
04-19-2007, 12:04 PM
It's a matter of suprise. Remember: if radar is not up, you can do alot. Especially when your opponent leaves his base unprotected.

SgtRicko
04-20-2007, 02:31 AM
You d00ds lost me at post #16.:freek:

JJFZ3000
05-10-2007, 10:13 PM
There's a horseshoe shaped map that's not "unbalanced" but may catch any player who hasn't played the map totally off guard. The two ends of the horseshoe are the starting points (2 player map) and they're no more than five warfactories away. Also, there are two garrisonable buildings nearby. So, all you have to do is get all of your starting troops to the buildings and garrison them, and then the enemy's dead. Unless he deployed his MCV somewhere else. I'm been able to totally wipe out a brutal computer in two minutes under medium game speed.

Wrecking Crew
05-10-2007, 10:57 PM
Just remember folks, its the imbalances in a map that make it unbalanced. Lesson over. :D

JJFZ3000
05-10-2007, 11:27 PM
I think the name of the map is "A Little Piece of Dune"

Condemer
02-10-2009, 09:01 AM
I'm currently making a map to be set to offical and you get gems at your base + stronger ai but i have even gems on all cliffs (Map Name: Rushing Prevented) and you start out on a cliff with only 1 bridge to connect you to the mainland which you must use to get to the other players. I added 1 oil derrick for each spot. The N and NE player can attack each other if they cross there bridge and cut the corner. The E and SE player, S and SW player , and W and NW can all do the same as the N,NE player(s). I've set the mirage tanks disguises to the trees on the map so you can't notice what tree is real and which is fake.

I Want your opinions/suggestions for a map to be balanced other then resources.

I'm also adding a few new ai teams for the map like, on medium they tank rush you with 15 rhinos/grizzly's and brutal will prolly be like 20. (You think that too many?)(This isn't for a noob, more of the experienced players map.)

Bridges: Each Player Has 1 Bridge connecting them to the mainland.

truefeel
02-10-2009, 09:13 AM
Check your thread in the map section.

Next time plz do not post such things here anymore. This topic is ment for discussing official maps (although the title does not say that, it was intended so). Stick to the topic's subject.

theprime
04-20-2009, 07:05 AM
I actually haven't played RA2 online since mid-February, but there are a few obvious ones I remember.

Little Big Lake - Bottom is definitely better than Top due to the cliff and (mostly) gems being closer.

Pinch Point - Right has an extra nearby orefield that they seemingly just forgot to put on Left.

Hammer & Sickle - TR and BR are both better than either Left position. TR can move to gems, and BR gets the bridge bug where he can repair the blown wooden bridge but the other side can't.

what about may day? the bottom 4 derricks are a lot harder to get to and destroy than the top 4.

truefeel
04-20-2009, 07:10 AM
Depends the way you look at it. You got in total 4 groups of derricks. 2 are in a very vulnerable position: 1 on that island and the one near the water. So actually both player have weak spots.

theprime
04-20-2009, 09:57 AM
but the bottom player has stronger derricks first. so, he is more likely 2 keep them, get more money, and so more tanks, and so win.:eek:

truefeel
04-20-2009, 11:39 AM
If you already made it to that position, why even bother to destroy the derricks ? a few cells further and you are in his base.

Also note that the bottom derricks are walled, and that might turn out in your disadvantage. You see, a a paradrop inbetween those walls would make it very difficult for the bottom player to get units through before the derricks are destroyed. The 4 top derricks of the top player are more in open ground, yes, but also in a corner and still very hard to get units through, not to mention they are easily defendable.

No, this is not really a relevant imbalance. I believe though the map has other imbalances. don't know for sure which ones (never played that map alot).