I had a look around a lot of the Sandbox remakes with 5 other dudes last night. Most of them are awful, so I'll report on the two that didn't suck:
- Sanctum is still the best Sanctuary remake. I like the middle structure of
Exult a little more, but it makes the scale feel a bit off.
MLG Sanc has some nice tweaks, and the bases are a cool idea, but the lines of sight are junk; sniper side is too closed off and shotgun side is too open. Overall Sanctum was the most promising map we played.
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Wizlock was great. We played Onslaught CTF rules on it and had a great game. The lack of a bottom mid (like Wizard) confused some people, but I think the map works better when it's fairly small. The jump-up blocks also work better than gravlifts.
Most of the remake maps were just really sloppy, both in forging and in recreating the sightlines and important but subtle features of the older maps. Hopefully some other people are putting serious effort into this.
Original maps mainly suffered from bad design choices. It's the same problems again and again. I'm sure Forgehub or someone will have written about these issues but I guess no-one reads.
People keep creating maps with rooms that have only one entrance, which is almost always a really terrible idea. Almost every room should have at least two exits, preferably three or more. If you don't do that, then there's a huge penalty for going to that location: you're boxed in and can be naded to death. If you really want an area like this, base it on shotgun on Guardian: two routes in, one out, and it takes about two seconds to get back to the safe three-exit position of bottom blue. No jumps, no ramps, very quick to get out of, and yet you still almost never see anyone in that position in a real game.
Choke points are a big problem as well: maps are boring if all the fighting goes on in one small section. You need to make sure that there are multiple routes which are roughly equally easy to take. If there's a route from one base to the other which you hit first, people are going to take that route every time, and ignore the rest of the map. I'm looking at you, Smashed.
Maps also should have fewer jumps. In fact, there should barely be any position on a map which requires a jump to reach it. It's asking too much of most players to have them traverse a gap mid-combat, so think of jumps as shortcuts only, and assume that some players won't use them.
Blind jumps are also a terrible problem; if you're going to make a jump over a ledge, or even just a steep ramp, you need to place a landmark to help players work out where to go.
Lines of sight and cover are the last thing. A load of the GAF maps (mine included, it's a bad map) suffer from being far too open. Long-range BR fights are not fun. If you have a sniper, there shouldn't be any position on your map which lets you see more than half of the rest of the map. Compartmentalised combat is a great concept. If you're making a 4v4 map, aim for keeping players around the optimal range of the BR or AR (about the size of top mid on Guardian). And don't leave big areas completely open: apart from escape routes, interesting fights happen when there's sensibly-placed cover to peek-shoot from or juke around.