![]() Sheer gameplay quality (and occasionally shininess). Just look at the maps that grace the list server. They don't "feel" cheap, badly made, rushed, but are aesthetically appealing, well-planned, and make playing a pleasant experience. And those people who made the maps probably implemented Step 1 (above) once upon a time. The list is indeed a cruel and heartless judge. There are many great maps below the top page. Some that have proved their worth but fell by the wayside, others that have never seen their full potential realized. There are a number of things working against a good map:ġ. Most maps require many players in order to evaluate their real worth. Even the misslewars maps would be boring if there were only 4 people playing. If a map doesn't reach that critical mass, it will die.Ģ. It takes a long time for people to learn a new map. For a month people said that Bloodbath was an awful map, but it became the top of the list for a year because a few people saw its real worth and kept it going. It is fun to play a new map and watch how the game play evolves as the public gets better and learns the tricks of the map. Maps that have already peaked have trouble getting started again because you have the old pros that are reliving their glory days, and you have the new players that don't get a chance to learn the tricks before quitting out of frustration. I don't think a "revival" has ever been successful. The only solution I can think of is to bring together a clan of 6-8 good players and commit to playing a specific map together for two weeks. Pretty much all maps die in the end, if you been playing for longer than a couple of years, you been around long enough to see a few cycles happen.Īfter two weeks of playing, the map may or may not have a following of the general public, at which time the clan chooses another map to master. ![]() There have been loads of maps which gain popularity for months, maybe even years, and slowly fade out.
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